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US20120202603A1 - Game system and computer program - Google Patents

Game system and computer program Download PDF

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Publication number
US20120202603A1
US20120202603A1 US13/502,686 US201013502686A US2012202603A1 US 20120202603 A1 US20120202603 A1 US 20120202603A1 US 201013502686 A US201013502686 A US 201013502686A US 2012202603 A1 US2012202603 A1 US 2012202603A1
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US
United States
Prior art keywords
game machines
game
matching
machines
center server
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US13/502,686
Inventor
Shintaro Osato
Tomoko Habara
Takahiko Shimada
Ken Shimomura
Tomoaki Fujii
Kenji Seki
Shinpei Makino
Naoya Osawa
Hiroyuki Ashida
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Konami Gaming Digital Entertainment Co Ltd
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Assigned to KONAMI GAMING DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI GAMING DIGITAL ENTERTAINMENT CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: HABARA, TOMOKO, MAKINO, SHINPEI, SHIMOMURA, KEN, FUJII, TOMOAKI, OSATO, SHINTARO, OSAWA, NAOYA, SEKI, KENJI, SHIMADA, TAKAHIKO
Publication of US20120202603A1 publication Critical patent/US20120202603A1/en
Abandoned legal-status Critical Current

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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • 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
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • 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
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz

Definitions

  • the present invention relates to a game system in which a game is played between game machines connected to each other through a center server, and a computer program thereof.
  • Patent Literature 1 Japanese Patent No. 3730248, Patent Literature 2: Japanese Patent Application Laid-Open No. 2008-168116 and Patent Literature 3: Japanese Patent Application Laid-Open No. 2007-215721.
  • the game system like the Patent Literature 1 matches the game machines using the center server, and disconnects the center server from each game machine after notifying the opponents to each game machine using a matching list.
  • the game machines are connected to each other such that they are divided into a master machine which manages the progress of the game and client machines which are connected to the master machine, and the game machines share information. In this way, the game machine manages the progress of the game.
  • the master machine functions as a server, and server-client connection is established between the game machines. Since the progress of the game is managed between the game machines, a process required to manage the progress of the game can be dispersed in the game machines. Therefore, it is possible to reduce the load of the server.
  • the server since the server is disconnected from each game machine, there is a concern that information may not be transmitted between the game machines according to communication conditions between the game machines and the game machines may not share information. Also, for example, when the master machine may not execute the game according to the game rule or communication line trouble etc., a game machine which will function as the new master machine needs to be determined In this case, there is considered a method in which each game machine approves the new master machine based on the matching list.
  • the connection destinations of the new master machine may not be matched with each other between the game machines. As a result, some game machines may not be connected to the new master machine.
  • An object of the invention is to provide a game system capable of easily performing the second and subsequent matching processes of the game which is played in two or more rounds, and a computer program thereof.
  • a game system comprises a center server and game machines that can be connected to the center server through a communication line, and a predetermined number of game machines among the game machines are matched with each other in response to matching requests from each of the game machines, after the matching ends, the center server is disconnected from each of the matched game machines and a game is played among the predetermined number of game machines which are connected so as to communicate with each other in two or more rounds, and wherein each of the game machines comprises: a matching request device that issues the matching request whenever each of the rounds starts; a connection device that connects the matched game machines so as to communicate with each other whenever each of the rounds starts; and a disconnection device that disconnects the matched game machines whenever each of the rounds ends, and wherein the center server comprises: a matching device that matches, as the predetermined number of game machines, the game machines satisfying a predetermined condition among the game machines in response to the matching request from each of the game machines whenever each of the rounds starts; and an ID giving device that gives the same session ID to the game machines which
  • the center server gives the same session ID to the game machines to be matched with each other, and matches the game machines based on the session ID.
  • the center server can manage the matching between the game machines in an integrated fashion. In the game played in two or more rounds, matching is performed plural times.
  • the same session ID is given to the game machines which are target of the second and subsequent matching processes, it is possible to easily match the game machines based on the session ID. Also, since the matching and connection between the game machines are refreshed whenever each round starts, it is possible to prevent difficulties in the progress of the game due to inconsistency between information items for the game machines.
  • the consolation match is hoped between the defeated game machines, separately from the winner game machines. Since the consolation match is played between the defeated game machines, that is, the losers, it is played separately from the game played between the game machines which won the game, that is, the winners. However, finally, the winner of the consolation match needs to join the game machines which won the previous round, and the game machines including the winner of the consolation match and the winners in the previous round need to compete with each other. In this case, it is also possible to easily match the game machines which won the previous round and the winner of the consolation match based on the session IDs given to each game machine.
  • the game machines may be connected to each other in any type.
  • the center server may further comprise a determining device that determines a parent game machine which outputs an instruction to other game machines among the game machines based on an instruction from the center server, and wherein the connection device may connect the game machines such that the parent game machine functions as a server and the other game machines function as clients which operate in response to the instruction from the parent game machine.
  • the instruction from the center server is output to the game machines through the parent game machine, it is possible to reduce the load of the center server.
  • the game machines are connected to each other in a server-client type in which the parent game machine functions as a server, it is possible to prevent a time difference in instruction between the game machines, as compared to other connection types. Furthermore, the center server can determine the parent game machine in an integrated fashion.
  • the determining device may determine the parent game machine whenever each of the rounds starts. In this case, even when the parent game machine is defeated and eliminated in each round, it is possible to easily establish the server-client connection between the game machines in the next round. Also, since the center server determines the parent game machine in each round, each game machine does not need to search for a connectable game machine which will be approved as the parent game machine. A communication environment between the game machines is greatly affected by the environment in which each game machine is installed. However, since the center server has a sufficiently stable communication environment, the stability of the communication connection of the center server is higher than that of the game machine. Therefore, it is possible to prevent defects due to communication line trouble or the like.
  • matches to which the game machines matched under different conditions belong may be played in the same round among the rounds, and wherein at least one of the center server and the game machines may further comprise a master machine setting device that sets, for each match, one master machine which manages the progress of the game from the game machines belonging to each of the matches.
  • the master machine it is possible to set the master machine for each of the matches which are matched under different conditions.
  • the game machines are connected to a common parent game machine, and transmission and reception of information from and to the center server is executed through the parent game machine.
  • the matching request from each of the game machines to the center server may include an identification code for identifying the rounds.
  • the identification code is not particularly limited.
  • the session ID includes a round identifying portion as the identification code for identifying the rounds.
  • a computer program for a game system is applied to a game system which comprises a center server and game machines that can be connected to the center server through a communication line, and in which a predetermined number of game machines among the game machines being matched with each other in response to matching requests from each of the game machines, after the matching ends, the center server being disconnected from each of the matched game machines and a game being played among the predetermined number of game machines which are connected so as to communicate with each other in two or more rounds, and wherein the computer program is configured to cause each of the game machines to serve as: a matching request device that issues the matching request whenever each of the rounds starts; and a connection device that connects the matched game machines so as to communicate with each other whenever each of the rounds starts; and a disconnection device that disconnects the matched game machines whenever each of the rounds ends, and wherein the computer program is configured to cause the center server to serve as: a matching device that matches, as the predetermined number of game machines, the game machines satisfying a predetermined condition among the game machines in
  • FIG. 1 is a diagram illustrating the overall configuration of a game system according to an embodiment of the invention.
  • FIG. 2 is a diagram illustrating the outline of an intro music quiz game which is executed by the game system according to the embodiment of the invention.
  • FIG. 3 is a diagram illustrating an example of a matching list.
  • FIG. 4 is a flowchart illustrating the process of a control unit of a game machine and the process of a control unit of a center server when the opponents to each game machine are determined
  • FIG. 1 is a diagram illustrating a game system 1 according to an embodiment of the invention.
  • game machines 2 and a center server 3 are connected to a network 5 through routers 7 .
  • the center server 3 is configured with one physical device, but the invention is not limited thereto.
  • One logical center server 3 may be configured with a server group including physical devices.
  • the Internet is used as the network 5 .
  • the network 5 is not limited to the Internet.
  • the network 5 may use a communication line.
  • Each of the game machines 2 is a business game machine and an appropriate number of game machines 2 are installed in a commercial facility, such as a store 6 .
  • the router 4 is provided so as to correspond to each store 6 , and the center server 3 and the game machines 2 in the same store are connected to the network 5 through the common router 4 .
  • a local server may be installed between the game machine 2 and the router 4 in the store 6 , and the game machine 2 may be connected to the center server 3 through the local server so as to communicate with the center server 3 .
  • the game machine 2 is provided with a control unit 8 which is configured as a computer including a microprocessor and internal memory devices (not illustrated) such as a ROM which stores a program of operating system etc. to be executed by the microprocessor, and a RAM which provides a work area to the microprocessor. Also, an external storage device (not illustrated) is connected to the game machine 2 .
  • the external storage device stores various game programs to be executed by the control unit 8 and various kinds of data which are referred to by the programs
  • the center server 3 is provided with a control unit 7 which is configured as a computer including a microprocessor and internal memory devices (not illustrated) such as a ROM which stores a program of an operating system to be executed by the microprocessor, and a RAM which provides a work area to the microprocessor. Also, an external storage device (not illustrated) is connected to the center server 3 .
  • the external storage device stores various server programs to be executed by the control unit 7 and various kinds of data which are referred to by the programs
  • FIG. 2 is a diagram illustrating the outline of the intro music quiz game executed by the game system 1 .
  • the intro music quiz game is a tournament game in which a total of eight game machines 2 participate and compete in three rounds and the game machines 2 which won each round can be advanced to the next round.
  • the eight game machines 2 are divided into two groups each including four game machines 2 and the two groups compete with each other.
  • the game machines 2 which won the first round compete with each other.
  • the player of each game machine 2 can pay for a play fee only once to play the game up to the third round as long as the player continues to win.
  • each game machine 2 declares an intention to participate in the game to the center server 3 through the network 5 .
  • each game machine 2 transmits a matching request to the center server 3 .
  • the center server 3 matches the game machines 2 as opponents or associates in the first round, and transmits matching information as a matching list 10 to each game machine 2 .
  • the center server 3 designates a parent game machine which functions as a server in the first round from the eight game machines 2 participating in the game. After the information is transmitted, the center server 3 is disconnected from the matched game machines 2 .
  • server-client connection is established between the game machines 2 such that the parent game machine functions as a server and the other game machines function as clients.
  • the center server 3 outputs instructions to the game machines other than the parent game machine through the parent game machine.
  • a game machine 2 a is designated as the parent game machine.
  • the eight game machines 2 are connected such that the game machine 2 a functions as a server and the other game machines 2 b to 2 h function as clients connected to the game machine 2 a , and the first-round game is played between the game machines 2 .
  • the embodiment for connecting the eight game machines 2 there may be applied various types of embodiments for connecting the eight game machines 2 such as a star type or a ring type.
  • the server-client connection be established between the game machines in order to suppress the communication time difference between the game machines 2 .
  • the consolation match and the nominee are played on the game machines.
  • the two game machines 2 c and 2 d belonging to the loser group G 1 compete with each other (1 vs. 1).
  • the four game machines 2 e to 2 h belonging to the winner group G 2 compete with each other (1 vs. 1 vs. 1 vs. 1).
  • each of the game machines 2 c to 2 h is connected to the center server 3 again so as to communicate therewith.
  • each of the game machines 2 c to 2 h advanced to the second round transmits a matching request to determine the opponent to the center server 3 .
  • the center server 3 transmits, to each of the game machines 2 c to 2 h , a matching list in which the opponents to the game machines 2 c to 2 h are matched again such that the game machine 2 c and the game machine 2 d in the loser group G 1 compete with each other in the consolation match and the game machines 2 e to 2 h in the winner group G 2 compete with each other in the nominee.
  • the center server 3 is disconnected from the matched game machines 2 .
  • the center server 3 designates a parent game machine which functions as a server in the second round among six game machines 2 participating in the second round.
  • the game machine 2 c is designated as the parent game machine.
  • the game machines 2 c to 2 h are connected to each other in a server-client type in which the game machine 2 c functions as a server and the other game machines 2 d to 2 h function as clients, and the second-round game is played between the game machines 2 c to 2 h.
  • the two master machines manage the progress of the two game machines 2 c and 2 d and the progress of the four game machines 2 e to 2 h, respectively.
  • each master machine manages the questions given in the consolation match or therion.
  • the management of the questions to be given is achieved in such a manner that each of the game machines 2 e to 2 h filters question data to which guard conditions, such as “consolation match” and “semifinal”, transmitted from the center server 3 through the parent game machine 2 c in response to requests from each master machine are given so as to process the target data to be given as questions on the basis of the guard conditions and discard the data other than the target data to be given as questions.
  • each parent game machine also functions as the master machine.
  • the winner of the two game machines in the consolation match and the top two game machines which get high scores among the four game machines in the nominee are advanced to the third round, which is the final round.
  • the game machine 2 d which is the winner of the consolation match and two game machines 2 e and 2 f which are the winners of the semifinal are advanced to the final.
  • all of the game machines 2 are disconnected from each other again.
  • the game machines 2 c to 2 h are connected to the center server 3 again so as to communicate therewith, and the three game machines 2 d to 2 f which play the final round transmit a matching request to determine the opponents to the center server 3 .
  • the center server 3 transmits, to the game machines 2 d to 2 f , a matching list in which the opponents to the game machines 2 d to 2 f are matched again such that the three game machines 2 d to 2 f which are advanced to the third round as the final compete with each other.
  • the center server 3 designates a parent game machine which functions as a server in the final round among the three game machines 2 which play the final round. After these information are transmitted, the center server 3 is disconnected from the matched game machines 2 .
  • the game machine 2 d is designated as the parent game machine.
  • the game machines 2 d to 2 f are connected in a server-client type in which the game machine 2 d functions as the server and the other game machines 2 e and 2 f function as the clients, and the final game is played between the game machines 2 d to 2 f . And, among the three game machines 2 d to 2 f in the final round, one game machine getting the highest score in the final round is the winner.
  • FIG. 3 is a diagram illustrating an example of the matching list 10 .
  • the matching list 10 is transmitted from the center server 3 to each game machine 2 in order to notify the opponents to each game machine 2 .
  • the matching list 10 includes various kinds of data, such as the IP address of each game machine 2 which is matched as the opponent and a session ID 15 .
  • the center server 3 gives the session ID 15 in response to a request to participate in the game and the session ID 15 is used to match the game machines 2 .
  • the session ID 15 includes an ID portion 15 a and a round identifying portion 15 b for identifying the round of the game.
  • the ID portion there may be used a “value” (which increments whenever it is used), a “date”, a “combination of values unique to the user and the game machine” (unique values, such as a global IP address, the registration number of the store, a MAC address, a system ID in the case, and an e-AMUSEMENT path ID).
  • unique values such as a global IP address, the registration number of the store, a MAC address, a system ID in the case, and an e-AMUSEMENT path ID.
  • the number of rounds played by the game machine 2 is given to the round identifying portion 15 b. For example, when the first round is played on the game machine 2 , “1” is given. When the second round is played on the game machine 2 , “2” is given. When the third round is played on the game machine 2 , “3” is given.
  • FIG. 4 is a flowchart illustrating the process of the control unit 8 of the game machine 2 and the process of the control unit 7 of the center server 3 when the opponent to each game machine 2 is determined.
  • Step S 1 of FIG. 4 the control unit 8 of the game machine 2 determines whether or not the round to which each game machine 2 belongs ends. When the round to which each game machine 2 belongs ends, the control unit 8 proceeds to Step S 2 and disconnects the connection between the game machines 2 . Then, the control unit 8 proceeds to Step S 3 .
  • Step S 1 when it is determined in Step S 1 that the round to which each game machine 2 belongs has not ended, the control unit 8 skips the subsequent steps and ends the current routine.
  • Step S 3 the control unit 8 of the game machine 2 determines whether or not the player performs an operation to declare an intention to participate in the game or the next round.
  • the declaration of the intention corresponds to, for example, the payment of a play fee.
  • Step S 3 when it is determined that the player declares an intention to participate in the game, the control unit 8 proceeds to Step S 4 .
  • Step S 3 when it is determined in Step S 3 that the player does not declare an intention to participate in the game, the control unit 8 skips the subsequent steps and ends the current routine.
  • Step S 4 the control unit 8 of the game machine 2 transmits a matching request as the declaration of the intention to participate in the intro music quiz game to the center server 3 on the basis of the operation of the player.
  • the matching request in Step S 1 includes the session ID 15 .
  • the control unit 7 receives the matching request from the game machine 2 in Step S 11 .
  • Step S 12 the control unit 7 determines whether or not the session ID 15 is included in the matching request received from the game machine 2 as a predetermined condition.
  • the control unit 7 proceeds to Step 13 and adds the records of the game machines 2 to a table for eight game machines.
  • the control unit 7 issues a common (same) session ID 15 to the eight game machines 2 included in the table for eight game machines in Step S 14 and proceeds to Step S 15 . That is, it is determined that each game machine 2 added to the table for eight game machines, that is, each game machine 2 corresponding to the initial matching without the session ID 15 satisfies the predetermined condition, the session ID 15 is given. In addition, the round identifying portion 15 b of the session ID 15 issued by the control unit 7 in Step S 14 is “1”.
  • Step S 12 determines the round corresponding to the matching request from the session ID 15 included in the matching request.
  • the session ID 15 includes the round identifying portion 15 b for identifying the round played by the game machine 2 .
  • the determination is performed on the basis of the round identifying portion 15 b of the session ID 15 .
  • Step S 18 when the round identifying portion 15 b included in the session ID 15 indicates the first round, that is, when the round identifying portion 15 b is “1”, the control unit 7 proceeds to Step S 19 and adds the records of the game machines 2 to a table for six game machines.
  • the control unit 7 When the records of the game machines 2 are added to the table for six game machines, the control unit 7 adds the game machines 2 having the same session ID 15 to the same table for six game machines on the basis of the session ID 15 . And, when the records of the six game machines are added to the table for six game machines, the control unit 7 proceeds to Step S 20 and updates the round identifying portion 15 b of the session ID 15 of the six game machines 2 in the table for six game machines from “1” to “2” in Step S 20 . Then, the control unit 7 proceeds to Step S 15 . In addition, the ID portion 15 a of the session ID 15 is not changed.
  • Step S 18 when the round identifying portion 15 b included in the session ID 15 indicates the second round, that is, when the round identifying portion 15 b is “2”, the control unit 7 proceeds to Step S 21 and adds the records of the game machines 2 to a table for three game machines.
  • the control unit 7 adds the game machines 2 having the same session ID 15 to the same table for three game machines on the basis of the session ID 15 , similarly to Step S 19 .
  • the control unit 7 proceeds to Step S 20 .
  • Step S 20 the control unit 7 updates the round identifying portion 15 b of the session ID 15 of three game machines 2 in the table for three game machines from “2” to “3”. Then, the control unit 7 proceeds to Step S 15 .
  • Step S 15 the control unit 7 generates the matching list 10 on the basis of the tables created in Steps S 13 , S 19 , and S 21 .
  • Step S 16 the control unit 7 determines a parent game machine 2 which will function as a server among the game machines 2 and proceeds to Step S 17 .
  • the parent game machine may be determined by various conditions capable of specifying one machine. For example, the parent game machine may be selected at random, or the game machine which is accessed first may be selected as the parent game machine.
  • Step S 17 the control unit 7 transmits information about the matching list 10 made in Step S 15 and the parent game machine 2 determined in Step S 16 to each game machine 2 , and ends the current routine.
  • the information about the parent game machine 2 may be included in the matching list 10 .
  • the generation of the matching list 10 and the determination of the parent game machine may be reversed.
  • the consolation match between the game machines 2 in the loser group and the nominee between the game machines in the winner group are identified by separate codes for identifying the groups.
  • the codes for identifying the groups are considered for achieving the consolation match and the nominee.
  • Step S 5 the control unit 8 of the game machine 2 acquires the information about the matching list 10 and the parent game machine 2 transmitted from the control unit 7 .
  • Step S 6 the control unit 8 of the game machine 2 sets a matching environment.
  • the setting of the matching environment for example, there is included setting for server-client connection which is established between the opponents or the partners such that the parent game machine 2 functions as a server, or the display of the opponents or the partners.
  • the parent game machine may set a master machine as the setting of the matching environment. In this case, in the second round, one master machine is selected from the game machines 2 belonging to the consolation match, and one master machine is selected from the game machines 2 belonging to therion under various conditions capable of specifying one game machine.
  • Step S 7 the control unit 8 of the game machine 2 permits the start of the game, and ends the current routine.
  • the game machines are disconnected from each other, and the center server 3 performs matching to determine the opponents and determines the parent game machine.
  • the center server 3 can manage various processes and various kinds of data in an integrated fashion. In this way, it is possible to suppress, for example, a development load or a maintenance load.
  • the center server 3 determines a new parent game machine in the next round. Therefore, even in the tournament game played in two or more rounds, it is possible to easily establish the server-client connection between the game machines 2 .
  • the same session ID 15 is given to each of the eight game machines 2 participating in the tournament. Therefore, it is possible to easily achieve the matching between the game machines 2 in each round executed by the center server 3 , with reference to the session ID 15 . Further, in matching in each round, only the number of game machines 2 to be matched is changed according to the round. Therefore, a common process can be used for matching in each round. In this way, it is possible to suppress a development load and hardware resources used. And, since the center server 3 performs matching, it is possible to reduce the number of processes which are performed for matching by each game machine 2 . Since the number of game machines 2 is more than the number of center servers 3 , it is possible to significantly reduce hardware resources.
  • control unit 7 of the center server 3 functions as an ID giving device, a matching device, and a determining device by executing the routine illustrated in FIG. 4 .
  • the control unit 8 of the game machine 2 functions as a matching request device and a disconnection device by executing the routine illustrated in FIG. 4 .
  • the game machine 2 functions as a connection device and a master machine setting device by executing Step S 6 of FIG. 4 .
  • the invention is not limited to the above-described embodiment, but various modifications and changes of the invention can be made.
  • a tournament game in which the number of opponents is reduced in each round is played.
  • the game played in two or more rounds is not limited to the tournament game.
  • a league game may be played in which a predetermined number of game machines compete with each other in each round while changing their opponents and contests a winning rate of all of rounds.
  • the game machines 2 be connected to each other in the server-client type.
  • the connection type is not limited thereto.
  • the round identifying portion 15 b of the session ID 15 identifies the round.
  • a code for identifying the consolation match may be included in the round identifying portion 15 b.
  • “A” may be included as the code for identifying the consolation match in the round identifying portion 15 b.
  • codes “A” and “B” etc. for identifying the groups may be given to the round identifying portion 15 b.
  • the winner group can be matched with the nominee, and the loser group can be matched with the consolation match.
  • two or more digits may be prepared as the round identifying portion 15 b.
  • the round identifying portion 15 b is included in the session ID 15 , but the invention is not limited thereto. Any round identification code may be used as long as it can identify the round corresponding to the matching request.
  • a code different from the session ID may be given as a round identification code, and the round may be identified by the code included in the matching request. This code may be given by the game machine, or the round may be updated by the game machine.
  • the connection destination of each game machine may be identified in each round by IP addresses etc. which are identified for each rounds included in the matching list.
  • the center servers may be prepared for each connection destination, or the connection destinations in each round may be provided in one center server.
  • the game may be configured such that the game machine can participate in the middle of the rounds (in any one of the rounds included in the game).
  • this code may be included as information about the round in which the game machine wants to participate in the matching request from the game machine.
  • Step S 12 and Step S 13 of FIG. 4 may be changed so as to prepare a step for identifying the round information as a predetermined condition and proceed to Step S 19 or Step S 21 according to the round in which the game machine wants to participate.
  • the session ID may be given to the game machine which does not have a session ID.
  • the code for identifying the group is provided separately.
  • the code may be included in the session ID, or different connection destinations may be provided for each group.
  • two matches with different conditions that is, the consolation match between the top two players among the losers in the first round and the nominee between four winners in the first round are played.
  • the different conditions are not limited thereto.
  • the game machine 2 functions as the master machine setting device, but the invention is not limited thereto.
  • the center server 3 may set the master machine, simultaneously with the determination of the parent game machine.
  • the control unit of the center server functions as the master machine setting device.

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Abstract

Provided is a game system capable of easily performing the second and subsequent matching processes of the game which is played in two or more rounds. The game system includes a center server and game machines that can be connected to the center server through a communication line, and executes a game played in rounds. In the game system, the center server performs matching on a predetermined number of game machines from the game machines in response to matching requests and gives the same session ID to the game machines which are matched first. Using the session ID, the matching is performed on each of the game machines to which the same session ID is given or on each of the game machines to which the same session ID is not given.

Description

    TECHNICAL FIELD
  • The present invention relates to a game system in which a game is played between game machines connected to each other through a center server, and a computer program thereof.
  • BACKGROUND ART
  • There has been known a game system in which the game is played between game machines connected to each other through a center server (for example, see Patent Literature 1). In addition, there is Patent Literature 2 or 3 as a prior art document related to the invention. Patent Literature 1: Japanese Patent No. 3730248, Patent Literature 2: Japanese Patent Application Laid-Open No. 2008-168116 and Patent Literature 3: Japanese Patent Application Laid-Open No. 2007-215721.
  • SUMMARY OF INVENTION Technical Problem
  • In some cases, the game system like the Patent Literature 1 matches the game machines using the center server, and disconnects the center server from each game machine after notifying the opponents to each game machine using a matching list. In this case, in some cases, the game machines are connected to each other such that they are divided into a master machine which manages the progress of the game and client machines which are connected to the master machine, and the game machines share information. In this way, the game machine manages the progress of the game. In this case, among the game machines, the master machine functions as a server, and server-client connection is established between the game machines. Since the progress of the game is managed between the game machines, a process required to manage the progress of the game can be dispersed in the game machines. Therefore, it is possible to reduce the load of the server. However, since the server is disconnected from each game machine, there is a concern that information may not be transmitted between the game machines according to communication conditions between the game machines and the game machines may not share information. Also, for example, when the master machine may not execute the game according to the game rule or communication line trouble etc., a game machine which will function as the new master machine needs to be determined In this case, there is considered a method in which each game machine approves the new master machine based on the matching list. However, as described above, when there is a difference between information items for the game machines due to the inconsistency of the communication conditions or the like, the connection destinations of the new master machine may not be matched with each other between the game machines. As a result, some game machines may not be connected to the new master machine. Further, it is difficult to check whether the game machine which is approved as the new master machine can be connected before it is connected. Therefore, in some cases, connection to the new master machine is performed several times. Furthermore, in some cases, even when all of the client machines are connected to the new master machine, there is a difference in information between the game machines at the time when the machines are connected. These cases are assumed, and processes capable of responding to the assumed cases need to be prepared. Therefore, in many cases, each client machine continuously performs the progress of the game in the stand-alone mode, without reconnecting the client machines, even though the client machines can be reconnected to each other based on the matching list.
  • An object of the invention is to provide a game system capable of easily performing the second and subsequent matching processes of the game which is played in two or more rounds, and a computer program thereof.
  • SOLUTION TO PROBLEM
  • A game system according to the present invention comprises a center server and game machines that can be connected to the center server through a communication line, and a predetermined number of game machines among the game machines are matched with each other in response to matching requests from each of the game machines, after the matching ends, the center server is disconnected from each of the matched game machines and a game is played among the predetermined number of game machines which are connected so as to communicate with each other in two or more rounds, and wherein each of the game machines comprises: a matching request device that issues the matching request whenever each of the rounds starts; a connection device that connects the matched game machines so as to communicate with each other whenever each of the rounds starts; and a disconnection device that disconnects the matched game machines whenever each of the rounds ends, and wherein the center server comprises: a matching device that matches, as the predetermined number of game machines, the game machines satisfying a predetermined condition among the game machines in response to the matching request from each of the game machines whenever each of the rounds starts; and an ID giving device that gives the same session ID to the game machines which are matched first, among the game machines matched by the matching device whenever each of the rounds starts, and the matching device matches the game machines to which the same session ID is given or the game machines to which the same session ID is not given, using the session ID as the predetermined condition.
  • According to the present invention, the center server gives the same session ID to the game machines to be matched with each other, and matches the game machines based on the session ID. In this way, the center server can manage the matching between the game machines in an integrated fashion. In the game played in two or more rounds, matching is performed plural times. However, since the same session ID is given to the game machines which are target of the second and subsequent matching processes, it is possible to easily match the game machines based on the session ID. Also, since the matching and connection between the game machines are refreshed whenever each round starts, it is possible to prevent difficulties in the progress of the game due to inconsistency between information items for the game machines. For example, in the game in which the players play two or more rounds in the tournament, in some cases, the consolation match is hoped between the defeated game machines, separately from the winner game machines. Since the consolation match is played between the defeated game machines, that is, the losers, it is played separately from the game played between the game machines which won the game, that is, the winners. However, finally, the winner of the consolation match needs to join the game machines which won the previous round, and the game machines including the winner of the consolation match and the winners in the previous round need to compete with each other. In this case, it is also possible to easily match the game machines which won the previous round and the winner of the consolation match based on the session IDs given to each game machine.
  • The game machines may be connected to each other in any type. For example, in the game system according to an aspect of the present invention, the center server may further comprise a determining device that determines a parent game machine which outputs an instruction to other game machines among the game machines based on an instruction from the center server, and wherein the connection device may connect the game machines such that the parent game machine functions as a server and the other game machines function as clients which operate in response to the instruction from the parent game machine. In this case, since the instruction from the center server is output to the game machines through the parent game machine, it is possible to reduce the load of the center server. Also, since the game machines are connected to each other in a server-client type in which the parent game machine functions as a server, it is possible to prevent a time difference in instruction between the game machines, as compared to other connection types. Furthermore, the center server can determine the parent game machine in an integrated fashion.
  • In the game system according to an aspect of the present invention, the determining device may determine the parent game machine whenever each of the rounds starts. In this case, even when the parent game machine is defeated and eliminated in each round, it is possible to easily establish the server-client connection between the game machines in the next round. Also, since the center server determines the parent game machine in each round, each game machine does not need to search for a connectable game machine which will be approved as the parent game machine. A communication environment between the game machines is greatly affected by the environment in which each game machine is installed. However, since the center server has a sufficiently stable communication environment, the stability of the communication connection of the center server is higher than that of the game machine. Therefore, it is possible to prevent defects due to communication line trouble or the like.
  • In the game system according to an aspect of the present invention, matches to which the game machines matched under different conditions belong may be played in the same round among the rounds, and wherein at least one of the center server and the game machines may further comprise a master machine setting device that sets, for each match, one master machine which manages the progress of the game from the game machines belonging to each of the matches. In this case, it is possible to set the master machine for each of the matches which are matched under different conditions. In contrast, in the same round, the game machines are connected to a common parent game machine, and transmission and reception of information from and to the center server is executed through the parent game machine. Therefore, it is possible to match the rounds in each match under the control of the parent game machine and it is possible to independently play each match under the control of the master machine in each match. In this way, for example, it is possible to independently play the match between the winners of the previous round and the match between the losers of the previous round which is different from the match between the winners in the same round. And, it is possible to reduce the load of the parent game machine, as compared to a case in which the parent game machine also manages the progress of the game in each round.
  • In the game system according to an aspect of the present invention, the matching request from each of the game machines to the center server may include an identification code for identifying the rounds. In this case, it is possible to identify the round to which the game machines to be matched should belong. Therefore, it is possible to change the matching conditions in each round. And, the aspect of the identification code is not particularly limited. For example, in the game system according to an aspect of the present invention, the session ID includes a round identifying portion as the identification code for identifying the rounds.
  • A computer program for a game system according to the present invention is applied to a game system which comprises a center server and game machines that can be connected to the center server through a communication line, and in which a predetermined number of game machines among the game machines being matched with each other in response to matching requests from each of the game machines, after the matching ends, the center server being disconnected from each of the matched game machines and a game being played among the predetermined number of game machines which are connected so as to communicate with each other in two or more rounds, and wherein the computer program is configured to cause each of the game machines to serve as: a matching request device that issues the matching request whenever each of the rounds starts; and a connection device that connects the matched game machines so as to communicate with each other whenever each of the rounds starts; and a disconnection device that disconnects the matched game machines whenever each of the rounds ends, and wherein the computer program is configured to cause the center server to serve as: a matching device that matches, as the predetermined number of game machines, the game machines satisfying a predetermined condition among the game machines in response to the matching request from each of the game machines whenever each of the rounds starts; and an ID giving device that gives the same session ID to the game machines which are matched first, among the game machines matched by the matching device whenever each of the rounds starts, and wherein the computer program is configured to further cause the matching device to serve as a device that matches the game machines to which the same session ID is given or the game machines to which the same session ID is not given, using the session ID as the predetermined condition. It is possible to achieve the game system according to the present invention by executing the computer program according to the present invention.
  • Advantageous Effects of Invention
  • As described above, according to the present invention, it is possible to easily perform the second and subsequent matching processes of the game which is played in two or more rounds.
  • BRIEF DESCRIPTION OF DRAWINGS
  • FIG. 1 is a diagram illustrating the overall configuration of a game system according to an embodiment of the invention.
  • FIG. 2 is a diagram illustrating the outline of an intro music quiz game which is executed by the game system according to the embodiment of the invention.
  • FIG. 3 is a diagram illustrating an example of a matching list.
  • FIG. 4 is a flowchart illustrating the process of a control unit of a game machine and the process of a control unit of a center server when the opponents to each game machine are determined
  • DESCRIPTION OF EMBODIMENTS
  • FIG. 1 is a diagram illustrating a game system 1 according to an embodiment of the invention. As illustrated in FIG. 1, in a game system 1, game machines 2 and a center server 3 are connected to a network 5 through routers 7. For example, the center server 3 is configured with one physical device, but the invention is not limited thereto. One logical center server 3 may be configured with a server group including physical devices. And, the Internet is used as the network 5. In addition, the network 5 is not limited to the Internet. The network 5 may use a communication line.
  • Each of the game machines 2 is a business game machine and an appropriate number of game machines 2 are installed in a commercial facility, such as a store 6. The router 4 is provided so as to correspond to each store 6, and the center server 3 and the game machines 2 in the same store are connected to the network 5 through the common router 4. In addition, a local server may be installed between the game machine 2 and the router 4 in the store 6, and the game machine 2 may be connected to the center server 3 through the local server so as to communicate with the center server 3.
  • The game machine 2 is provided with a control unit 8 which is configured as a computer including a microprocessor and internal memory devices (not illustrated) such as a ROM which stores a program of operating system etc. to be executed by the microprocessor, and a RAM which provides a work area to the microprocessor. Also, an external storage device (not illustrated) is connected to the game machine 2. The external storage device stores various game programs to be executed by the control unit 8 and various kinds of data which are referred to by the programs
  • The center server 3 is provided with a control unit 7 which is configured as a computer including a microprocessor and internal memory devices (not illustrated) such as a ROM which stores a program of an operating system to be executed by the microprocessor, and a RAM which provides a work area to the microprocessor. Also, an external storage device (not illustrated) is connected to the center server 3. The external storage device stores various server programs to be executed by the control unit 7 and various kinds of data which are referred to by the programs
  • Next, as an example of the game executed by the game system 1, the outline of an intro music quiz game will be described. FIG. 2 is a diagram illustrating the outline of the intro music quiz game executed by the game system 1. As illustrated in FIG. 2, the intro music quiz game is a tournament game in which a total of eight game machines 2 participate and compete in three rounds and the game machines 2 which won each round can be advanced to the next round. In the first round, the eight game machines 2 are divided into two groups each including four game machines 2 and the two groups compete with each other. In the second and third rounds, the game machines 2 which won the first round compete with each other. The player of each game machine 2 can pay for a play fee only once to play the game up to the third round as long as the player continues to win.
  • First, each game machine 2 declares an intention to participate in the game to the center server 3 through the network 5. As the declaration of the intention, each game machine 2 transmits a matching request to the center server 3. When the eight game machines 2 which will participate in the first round are determined, the center server 3 matches the game machines 2 as opponents or associates in the first round, and transmits matching information as a matching list 10 to each game machine 2. Also, the center server 3 designates a parent game machine which functions as a server in the first round from the eight game machines 2 participating in the game. After the information is transmitted, the center server 3 is disconnected from the matched game machines 2. After disconnection, server-client connection is established between the game machines 2 such that the parent game machine functions as a server and the other game machines function as clients. In this way, the center server 3 outputs instructions to the game machines other than the parent game machine through the parent game machine. In the example illustrated in FIG. 2, a game machine 2 a is designated as the parent game machine. In this way, the eight game machines 2 are connected such that the game machine 2 a functions as a server and the other game machines 2 b to 2 h function as clients connected to the game machine 2 a, and the first-round game is played between the game machines 2. In addition, as the embodiment for connecting the eight game machines 2, there may be applied various types of embodiments for connecting the eight game machines 2 such as a star type or a ring type. However, it is preferable that the server-client connection be established between the game machines in order to suppress the communication time difference between the game machines 2.
  • In the first-round group match, four game machines 2 in one of the two groups which gets a higher score in the first round are advanced as the winners to the semifinal, which are the second round, and four game machines 2 in the group which gets a lower score are the losers. Then, two game machines 2 which get a high score among the game machines 2 in the loser group can be advanced to a second-round consolation match, and the other two game machines 2 are eliminated from the game (the game is over). In the example illustrated in FIG. 2, of two groups G1 and G2, since the score of the group G2 is higher than that of the group G1, game machines 2 e to 2 h belonging to the group G2 are advanced to the second round which is the semifinal. On the other hand, among game machines 2 a to 2 d belonging to the group G1, which is a defeated group, since the two game machines 2 c and 2 d get scores higher than those of the game machines 2 a and 2 b, the game machines 2 c and 2 d are advanced to the second-round consolation match, and the other two game machines 2 a and 2 b are eliminated from the game. Also, at the time when the two game machines 2 a and 2 b which are defeated in the first round are determined, all of the game machines 2 are disconnected from each other once.
  • In the second round, the consolation match and the semifinal are played on the game machines. In the second-round consolation match, the two game machines 2 c and 2 d belonging to the loser group G1 compete with each other (1 vs. 1). In the semifinal, the four game machines 2 e to 2 h belonging to the winner group G2 compete with each other (1 vs. 1 vs. 1 vs. 1). Before the second round starts, each of the game machines 2 c to 2 h is connected to the center server 3 again so as to communicate therewith. And, each of the game machines 2 c to 2 h advanced to the second round transmits a matching request to determine the opponent to the center server 3. The center server 3 transmits, to each of the game machines 2 c to 2 h, a matching list in which the opponents to the game machines 2 c to 2 h are matched again such that the game machine 2 c and the game machine 2 d in the loser group G1 compete with each other in the consolation match and the game machines 2 e to 2 h in the winner group G2 compete with each other in the semifinal. After the information is transmitted, the center server 3 is disconnected from the matched game machines 2.
  • Also, the center server 3 designates a parent game machine which functions as a server in the second round among six game machines 2 participating in the second round. In the example illustrated in FIG. 2, the game machine 2 c is designated as the parent game machine. In this way, in the second round, the game machines 2 c to 2 h are connected to each other in a server-client type in which the game machine 2 c functions as a server and the other game machines 2 d to 2 h function as clients, and the second-round game is played between the game machines 2 c to 2 h. Since only one game machine 2 c is designated as the parent game machine, information can be exchanged between the game machines 2 c and 2 d advanced to the consolation match and the game machines 2 e to 2 h advanced to the semifinal among the game machines 2 c to 2 h. In this way, it is possible to manage the progress conditions of the consolation match and the progress conditions of the semifinal in an integrated fashion. However, it is necessary to configure the semifinal and the consolation match such that they are not affected with each other by the progress conditions of them. Therefore, one of the two game machines 2 c and 2 d which play the consolation match and one of the four game machines 2 e to 2 h which play the semifinal are further set as master machines for managing the progress of the game. The two master machines manage the progress of the two game machines 2 c and 2 d and the progress of the four game machines 2 e to 2 h, respectively. As the progress management, for example, each master machine manages the questions given in the consolation match or the semifinal. For example, the management of the questions to be given is achieved in such a manner that each of the game machines 2 e to 2 h filters question data to which guard conditions, such as “consolation match” and “semifinal”, transmitted from the center server 3 through the parent game machine 2 c in response to requests from each master machine are given so as to process the target data to be given as questions on the basis of the guard conditions and discard the data other than the target data to be given as questions. In addition, in the first and third rounds other than the second round, each parent game machine also functions as the master machine. The winner of the two game machines in the consolation match and the top two game machines which get high scores among the four game machines in the semifinal are advanced to the third round, which is the final round. In the example illustrated in FIG. 2, the game machine 2 d which is the winner of the consolation match and two game machines 2 e and 2 f which are the winners of the semifinal are advanced to the final. At the time when the game machines 2 d to 2 f which will be advanced to the third round are determined, all of the game machines 2 are disconnected from each other again.
  • In the third round, which is the final round, three game machines 2 d to 2 f which won the consolation match and the semifinal of the second round compete with each other (1 vs. 1 vs. 1). Before the third round starts, the game machines 2 c to 2 h are connected to the center server 3 again so as to communicate therewith, and the three game machines 2 d to 2 f which play the final round transmit a matching request to determine the opponents to the center server 3. The center server 3 transmits, to the game machines 2 d to 2 f, a matching list in which the opponents to the game machines 2 d to 2 f are matched again such that the three game machines 2 d to 2 f which are advanced to the third round as the final compete with each other. Also, the center server 3 designates a parent game machine which functions as a server in the final round among the three game machines 2 which play the final round. After these information are transmitted, the center server 3 is disconnected from the matched game machines 2. In the example illustrated in FIG. 2, the game machine 2 d is designated as the parent game machine. In this way, in the third round, the game machines 2 d to 2 f are connected in a server-client type in which the game machine 2 d functions as the server and the other game machines 2 e and 2 f function as the clients, and the final game is played between the game machines 2 d to 2 f. And, among the three game machines 2 d to 2 f in the final round, one game machine getting the highest score in the final round is the winner.
  • Next, the details of the matching list 10 transmitted to each game machine 2 will be described. FIG. 3 is a diagram illustrating an example of the matching list 10. The matching list 10 is transmitted from the center server 3 to each game machine 2 in order to notify the opponents to each game machine 2. As illustrated in FIG. 3, the matching list 10 includes various kinds of data, such as the IP address of each game machine 2 which is matched as the opponent and a session ID 15. The center server 3 gives the session ID 15 in response to a request to participate in the game and the session ID 15 is used to match the game machines 2. As illustrated in FIG. 3, the session ID 15 includes an ID portion 15 a and a round identifying portion 15 b for identifying the round of the game. As the ID portion, there may be used a “value” (which increments whenever it is used), a “date”, a “combination of values unique to the user and the game machine” (unique values, such as a global IP address, the registration number of the store, a MAC address, a system ID in the case, and an e-AMUSEMENT path ID). However, this is avoided since it causes inconvenience when one game machine is used and does not participate in the game due to, for example, defeat). Also, the number of rounds played by the game machine 2 is given to the round identifying portion 15 b. For example, when the first round is played on the game machine 2, “1” is given. When the second round is played on the game machine 2, “2” is given. When the third round is played on the game machine 2, “3” is given.
  • Next, processes when the control unit 7 of the center server 3 and the control unit 8 of each game machine 2 execute the intro music quiz game will be described. FIG. 4 is a flowchart illustrating the process of the control unit 8 of the game machine 2 and the process of the control unit 7 of the center server 3 when the opponent to each game machine 2 is determined First, in Step S1 of FIG. 4, the control unit 8 of the game machine 2 determines whether or not the round to which each game machine 2 belongs ends. When the round to which each game machine 2 belongs ends, the control unit 8 proceeds to Step S2 and disconnects the connection between the game machines 2. Then, the control unit 8 proceeds to Step S3. On the other hand, when it is determined in Step S1 that the round to which each game machine 2 belongs has not ended, the control unit 8 skips the subsequent steps and ends the current routine. Then, in Step S3, the control unit 8 of the game machine 2 determines whether or not the player performs an operation to declare an intention to participate in the game or the next round. The declaration of the intention corresponds to, for example, the payment of a play fee. In Step S3, when it is determined that the player declares an intention to participate in the game, the control unit 8 proceeds to Step S4. On the other hand, when it is determined in Step S3 that the player does not declare an intention to participate in the game, the control unit 8 skips the subsequent steps and ends the current routine. Then, in Step S4, the control unit 8 of the game machine 2 transmits a matching request as the declaration of the intention to participate in the intro music quiz game to the center server 3 on the basis of the operation of the player. When the game machine 2 has the session ID 15, the matching request in Step S1 includes the session ID 15. The control unit 7 receives the matching request from the game machine 2 in Step S11. Then, in Step S12, the control unit 7 determines whether or not the session ID 15 is included in the matching request received from the game machine 2 as a predetermined condition. When the session ID 15 is not included in the matching request, the control unit 7 proceeds to Step 13 and adds the records of the game machines 2 to a table for eight game machines. When the records of eight game machines are added to the table for eight game machines, the control unit 7 issues a common (same) session ID 15 to the eight game machines 2 included in the table for eight game machines in Step S14 and proceeds to Step S15. That is, it is determined that each game machine 2 added to the table for eight game machines, that is, each game machine 2 corresponding to the initial matching without the session ID 15 satisfies the predetermined condition, the session ID 15 is given. In addition, the round identifying portion 15 b of the session ID 15 issued by the control unit 7 in Step S14 is “1”.
  • On the other hand, when the determination result in Step S12 is “Yes”, the control unit 7 proceeds to Step S18 and determines the round corresponding to the matching request from the session ID 15 included in the matching request. As described above, since the session ID 15 includes the round identifying portion 15 b for identifying the round played by the game machine 2, the determination is performed on the basis of the round identifying portion 15 b of the session ID 15. In Step S18, when the round identifying portion 15 b included in the session ID 15 indicates the first round, that is, when the round identifying portion 15 b is “1”, the control unit 7 proceeds to Step S19 and adds the records of the game machines 2 to a table for six game machines. When the records of the game machines 2 are added to the table for six game machines, the control unit 7 adds the game machines 2 having the same session ID 15 to the same table for six game machines on the basis of the session ID 15. And, when the records of the six game machines are added to the table for six game machines, the control unit 7 proceeds to Step S20 and updates the round identifying portion 15 b of the session ID 15 of the six game machines 2 in the table for six game machines from “1” to “2” in Step S20. Then, the control unit 7 proceeds to Step S15. In addition, the ID portion 15 a of the session ID 15 is not changed.
  • In Step S18, when the round identifying portion 15 b included in the session ID 15 indicates the second round, that is, when the round identifying portion 15 b is “2”, the control unit 7 proceeds to Step S21 and adds the records of the game machines 2 to a table for three game machines. When the records of the game machines 2 are added to the table for three game machines, the control unit 7 adds the game machines 2 having the same session ID 15 to the same table for three game machines on the basis of the session ID 15, similarly to Step S19. And, when the records of three game machines are added to the table for three game machines, the control unit 7 proceeds to Step S20. In Step S20, the control unit 7 updates the round identifying portion 15 b of the session ID 15 of three game machines 2 in the table for three game machines from “2” to “3”. Then, the control unit 7 proceeds to Step S15.
  • In Step S15, the control unit 7 generates the matching list 10 on the basis of the tables created in Steps S13, S19, and S21. Then, in Step S16, the control unit 7 determines a parent game machine 2 which will function as a server among the game machines 2 and proceeds to Step S17. The parent game machine may be determined by various conditions capable of specifying one machine. For example, the parent game machine may be selected at random, or the game machine which is accessed first may be selected as the parent game machine. In Step S17, the control unit 7 transmits information about the matching list 10 made in Step S15 and the parent game machine 2 determined in Step S16 to each game machine 2, and ends the current routine. The information about the parent game machine 2 may be included in the matching list 10. The generation of the matching list 10 and the determination of the parent game machine may be reversed. The consolation match between the game machines 2 in the loser group and the semifinal between the game machines in the winner group are identified by separate codes for identifying the groups. When the matching list 10 is generated, the codes for identifying the groups are considered for achieving the consolation match and the semifinal.
  • In Step S5, the control unit 8 of the game machine 2 acquires the information about the matching list 10 and the parent game machine 2 transmitted from the control unit 7. Then, in Step S6, the control unit 8 of the game machine 2 sets a matching environment. In the setting of the matching environment, for example, there is included setting for server-client connection which is established between the opponents or the partners such that the parent game machine 2 functions as a server, or the display of the opponents or the partners. Also, the parent game machine may set a master machine as the setting of the matching environment. In this case, in the second round, one master machine is selected from the game machines 2 belonging to the consolation match, and one master machine is selected from the game machines 2 belonging to the semifinal under various conditions capable of specifying one game machine. In Step S7, the control unit 8 of the game machine 2 permits the start of the game, and ends the current routine.
  • According to this embodiment, in each round of the tournament, the game machines are disconnected from each other, and the center server 3 performs matching to determine the opponents and determines the parent game machine. In this way, it is possible to reduce the number of processes of the game machine and the number of times information transmitted between the game machines. Therefore, it is possible to reduce the load of the game machines. And, the center server 3 can manage various processes and various kinds of data in an integrated fashion. In this way, it is possible to suppress, for example, a development load or a maintenance load. Even when the parent game machine is defeated in each round, the center server 3 determines a new parent game machine in the next round. Therefore, even in the tournament game played in two or more rounds, it is possible to easily establish the server-client connection between the game machines 2. In this way, it is possible to prevent difficulty in the progress of the game. Also, the same session ID 15 is given to each of the eight game machines 2 participating in the tournament. Therefore, it is possible to easily achieve the matching between the game machines 2 in each round executed by the center server 3, with reference to the session ID 15. Further, in matching in each round, only the number of game machines 2 to be matched is changed according to the round. Therefore, a common process can be used for matching in each round. In this way, it is possible to suppress a development load and hardware resources used. And, since the center server 3 performs matching, it is possible to reduce the number of processes which are performed for matching by each game machine 2. Since the number of game machines 2 is more than the number of center servers 3, it is possible to significantly reduce hardware resources.
  • In the above-described embodiment, the control unit 7 of the center server 3 functions as an ID giving device, a matching device, and a determining device by executing the routine illustrated in FIG. 4. The control unit 8 of the game machine 2 functions as a matching request device and a disconnection device by executing the routine illustrated in FIG. 4. Further, the game machine 2 functions as a connection device and a master machine setting device by executing Step S6 of FIG. 4.
  • The invention is not limited to the above-described embodiment, but various modifications and changes of the invention can be made. In the above-described embodiment, as the game played in two or more rounds, a tournament game in which the number of opponents is reduced in each round is played. However, the game played in two or more rounds is not limited to the tournament game. For example, as the game played in two or more rounds, a league game may be played in which a predetermined number of game machines compete with each other in each round while changing their opponents and contests a winning rate of all of rounds. Also, as described above, it is preferable that the game machines 2 be connected to each other in the server-client type. However, the connection type is not limited thereto.
  • In the above-described embodiment, the round identifying portion 15 b of the session ID 15 identifies the round. However, a code for identifying the consolation match may be included in the round identifying portion 15 b. In this case, for example, “A” may be included as the code for identifying the consolation match in the round identifying portion 15 b. Also, for example, when the session ID is given at the beginning, codes “A” and “B” etc. for identifying the groups may be given to the round identifying portion 15 b. In this case, in two-round matching, the winner group can be matched with the semifinal, and the loser group can be matched with the consolation match. And, two or more digits may be prepared as the round identifying portion 15 b.
  • In the above-described embodiment, the round identifying portion 15 b is included in the session ID 15, but the invention is not limited thereto. Any round identification code may be used as long as it can identify the round corresponding to the matching request. For example, a code different from the session ID may be given as a round identification code, and the round may be identified by the code included in the matching request. This code may be given by the game machine, or the round may be updated by the game machine. Also, for example, the connection destination of each game machine may be identified in each round by IP addresses etc. which are identified for each rounds included in the matching list. In this case, the center servers may be prepared for each connection destination, or the connection destinations in each round may be provided in one center server. Also, the game may be configured such that the game machine can participate in the middle of the rounds (in any one of the rounds included in the game). In this case, for example, when a different code is used as the round identification code, this code may be included as information about the round in which the game machine wants to participate in the matching request from the game machine. When this code is used, Step S12 and Step S13 of FIG. 4 may be changed so as to prepare a step for identifying the round information as a predetermined condition and proceed to Step S19 or Step S21 according to the round in which the game machine wants to participate. And, in Step S20, the session ID may be given to the game machine which does not have a session ID.
  • In the above-described embodiment, the code for identifying the group is provided separately. However, similarly to the round identifying portion 15 b, the code may be included in the session ID, or different connection destinations may be provided for each group. Also, in the above-described embodiment, in the second round, two matches with different conditions, that is, the consolation match between the top two players among the losers in the first round and the semifinal between four winners in the first round are played. However, the different conditions are not limited thereto. There may be provided a process which matches two or more groups including the game machines formed by matching between the groups. In this way, it is possible to combine the game played in each group with the games played between two or more groups. Therefore, for example, it is further possible to execute the tournament type of game between one or two or more game machines which won the league games in each region. That is, it is possible to realize games with different conditions, such as, a league game and a tournament game, in the same round. In the above-described embodiment, the game machine 2 functions as the master machine setting device, but the invention is not limited thereto. For example, the center server 3 may set the master machine, simultaneously with the determination of the parent game machine. In this case, the control unit of the center server functions as the master machine setting device.
  • REFERENCE SIGNS LIST
    • 1: GAME SYSTEM
    • 2: GAME MACHINE (MASTER MACHINE SETTING DEVICE)
    • 3: CENTER SERVER
    • 5: NETWORK (COMMUNICATION LINE)
    • 7: CONTROL UNIT (ID GIVING DEVICE, MATCHING DEVICE, DETERMINING DEVICE)
    • 8: CONTROL UNIT (MATCHING REQUEST DEVICE, CONNECTION DEVICE, DISCONNECTION DEVICE)
    • 10: MATCHING LIST
    • 15: SESSION ID
    • 15 a: ID PORTION
    • 15 b: ROUND IDENTIFYING PORTION

Claims (7)

1. A game system comprising a center server and game machines that can be connected to the center server through a communication line, and a predetermined number of game machines among the game machines being matched with each other in response to matching requests from each of the game machines, after the matching ends, the center server being disconnected from each of the matched game machines and a game being played among the predetermined number of game machines which are connected so as to communicate with each other in two or more rounds, and wherein
each of the game machines comprises: a matching request device that issues the matching request whenever each of the rounds starts; a connection device that connects the matched game machines so as to communicate with each other whenever each of the rounds starts; and a disconnection device that disconnects the matched game machines whenever each of the rounds ends, and wherein
the center server comprises: a matching device that matches, as the predetermined number of game machines, the game machines satisfying a predetermined condition among the game machines in response to the matching request from each of the game machines whenever each of the rounds starts; and an ID giving device that gives the same session ID to the game machines which are matched first, among the game machines matched by the matching device whenever each of the rounds starts, and
the matching device matches the game machines to which the same session ID is given or the game machines to which the same session ID is not given, using the session ID as the predetermined condition.
2. The game system according to claim 1, the center server further comprising a determining device that determines a parent game machine which outputs an instruction to other game machines among the game machines based on an instruction from the center server, and wherein
the connection device connects the game machines such that the parent game machine functions as a server and the other game machines function as clients which operate in response to the instruction from the parent game machine.
3. The game system according to claim 2, wherein the determining device determines the parent game machine whenever each of the rounds starts.
4. The game system according to claim 1, wherein matches to which the game machines matched under different conditions belong are played in the same round among the rounds, and wherein
at least one of the center server and the game machines further comprises a master machine setting device that sets, for each match, one master machine which manages the progress of the game from the game machines belonging to each of the matches.
5. The game system according to claim 1, wherein the matching request from each of the game machines to the center server includes an identification code for identifying the rounds.
6. The game system according to claim 5, wherein the session ID includes a round identifying portion as the identification code for identifying the rounds.
7. A storage medium storing a computer program for a game system being applied to a game system which comprises a center server and game machines that can be connected to the center server through a communication line, and in which a predetermined number of game machines among the game machines being matched with each other in response to matching requests from each of the game machines, after the matching ends, the center server being disconnected from each of the matched game machines and a game being played among the predetermined number of game machines which are connected so as to communicate with each other in two or more rounds, and wherein
the computer program is configured to cause each of the game machines to serve as: a matching request device that issues the matching request whenever each of the rounds starts; and a connection device that connects the matched game machines so as to communicate with each other whenever each of the rounds starts; and a disconnection device that disconnects the matched game machines whenever each of the rounds ends, and wherein
the computer program is configured to cause the center server to serve as: a matching device that matches, as the predetermined number of game machines, the game machines satisfying a predetermined condition among the game machines in response to the matching request from each of the game machines whenever each of the rounds starts; and an ID giving device that gives the same session ID to the game machines which are matched first, among the game machines matched by the matching device whenever each of the rounds starts, and wherein
the computer program is configured to further cause the matching device to serve as a device that matches the game machines to which the same session ID is given or the game machines to which the same session ID is not given, using the session ID as the predetermined condition.
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