US20120202603A1 - Game system and computer program - Google Patents
Game system and computer program Download PDFInfo
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- 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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- game machines
- game
- matching
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- center server
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- 238000004590 computer program Methods 0.000 title claims description 12
- 238000004891 communication Methods 0.000 claims abstract description 15
- 230000004044 response Effects 0.000 claims abstract description 13
- 238000000034 method Methods 0.000 abstract description 18
- 230000008569 process Effects 0.000 abstract description 17
- 238000010586 diagram Methods 0.000 description 6
- 238000011161 development Methods 0.000 description 2
- 230000005540 biological transmission Effects 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 230000007547 defect Effects 0.000 description 1
- 238000012423 maintenance Methods 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/5533—Game 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8064—Quiz
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
- 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.
- 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 - 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.
- 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.
- 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.
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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 agame system 1 according to an embodiment of the invention. As illustrated inFIG. 1 , in agame system 1,game machines 2 and acenter server 3 are connected to anetwork 5 throughrouters 7. For example, thecenter server 3 is configured with one physical device, but the invention is not limited thereto. Onelogical center server 3 may be configured with a server group including physical devices. And, the Internet is used as thenetwork 5. In addition, thenetwork 5 is not limited to the Internet. Thenetwork 5 may use a communication line. - Each of the
game machines 2 is a business game machine and an appropriate number ofgame machines 2 are installed in a commercial facility, such as astore 6. Therouter 4 is provided so as to correspond to eachstore 6, and thecenter server 3 and thegame machines 2 in the same store are connected to thenetwork 5 through thecommon router 4. In addition, a local server may be installed between thegame machine 2 and therouter 4 in thestore 6, and thegame machine 2 may be connected to thecenter server 3 through the local server so as to communicate with thecenter server 3. - The
game machine 2 is provided with acontrol 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 thegame machine 2. The external storage device stores various game programs to be executed by thecontrol unit 8 and various kinds of data which are referred to by the programs - The
center server 3 is provided with acontrol 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 thecenter server 3. The external storage device stores various server programs to be executed by thecontrol 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 thegame system 1. As illustrated inFIG. 2 , the intro music quiz game is a tournament game in which a total of eightgame machines 2 participate and compete in three rounds and thegame machines 2 which won each round can be advanced to the next round. In the first round, the eightgame machines 2 are divided into two groups each including fourgame machines 2 and the two groups compete with each other. In the second and third rounds, thegame machines 2 which won the first round compete with each other. The player of eachgame 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 thecenter server 3 through thenetwork 5. As the declaration of the intention, eachgame machine 2 transmits a matching request to thecenter server 3. When the eightgame machines 2 which will participate in the first round are determined, thecenter server 3 matches thegame machines 2 as opponents or associates in the first round, and transmits matching information as amatching list 10 to eachgame machine 2. Also, thecenter server 3 designates a parent game machine which functions as a server in the first round from the eightgame machines 2 participating in the game. After the information is transmitted, thecenter server 3 is disconnected from the matchedgame machines 2. After disconnection, server-client connection is established between thegame machines 2 such that the parent game machine functions as a server and the other game machines function as clients. In this way, thecenter server 3 outputs instructions to the game machines other than the parent game machine through the parent game machine. In the example illustrated inFIG. 2 , agame machine 2 a is designated as the parent game machine. In this way, the eightgame machines 2 are connected such that thegame machine 2 a functions as a server and theother game machines 2 b to 2 h function as clients connected to thegame machine 2 a, and the first-round game is played between thegame machines 2. In addition, as the embodiment for connecting the eightgame machines 2, there may be applied various types of embodiments for connecting the eightgame 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 thegame 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 fourgame machines 2 in the group which gets a lower score are the losers. Then, twogame machines 2 which get a high score among thegame machines 2 in the loser group can be advanced to a second-round consolation match, and the other twogame machines 2 are eliminated from the game (the game is over). In the example illustrated inFIG. 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, amonggame machines 2 a to 2 d belonging to the group G1, which is a defeated group, since the twogame machines game machines game machines game machines game machines 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 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 thegame machines 2 c to 2 h is connected to thecenter server 3 again so as to communicate therewith. And, each of thegame machines 2 c to 2 h advanced to the second round transmits a matching request to determine the opponent to thecenter server 3. Thecenter server 3 transmits, to each of thegame machines 2 c to 2 h, a matching list in which the opponents to thegame machines 2 c to 2 h are matched again such that thegame machine 2 c and thegame machine 2 d in the loser group G1 compete with each other in the consolation match and thegame machines 2 e to 2 h in the winner group G2 compete with each other in the semifinal. After the information is transmitted, thecenter server 3 is disconnected from the matchedgame machines 2. - Also, the
center server 3 designates a parent game machine which functions as a server in the second round among sixgame machines 2 participating in the second round. In the example illustrated inFIG. 2 , thegame machine 2 c is designated as the parent game machine. In this way, in the second round, thegame machines 2 c to 2 h are connected to each other in a server-client type in which thegame machine 2 c functions as a server and theother game machines 2 d to 2 h function as clients, and the second-round game is played between thegame machines 2 c to 2 h. Since only onegame machine 2 c is designated as the parent game machine, information can be exchanged between thegame machines game machines 2 e to 2 h advanced to the semifinal among thegame 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 twogame machines 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 twogame machines 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 thegame machines 2 e to 2 h filters question data to which guard conditions, such as “consolation match” and “semifinal”, transmitted from thecenter server 3 through theparent 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 inFIG. 2 , thegame machine 2 d which is the winner of the consolation match and twogame machines game machines 2 d to 2 f which will be advanced to the third round are determined, all of thegame 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, thegame machines 2 c to 2 h are connected to thecenter server 3 again so as to communicate therewith, and the threegame machines 2 d to 2 f which play the final round transmit a matching request to determine the opponents to thecenter server 3. Thecenter server 3 transmits, to thegame machines 2 d to 2 f, a matching list in which the opponents to thegame machines 2 d to 2 f are matched again such that the threegame machines 2 d to 2 f which are advanced to the third round as the final compete with each other. Also, thecenter server 3 designates a parent game machine which functions as a server in the final round among the threegame machines 2 which play the final round. After these information are transmitted, thecenter server 3 is disconnected from the matchedgame machines 2. In the example illustrated inFIG. 2 , thegame machine 2 d is designated as the parent game machine. In this way, in the third round, thegame machines 2 d to 2 f are connected in a server-client type in which thegame machine 2 d functions as the server and theother game machines game machines 2 d to 2 f. And, among the threegame 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 eachgame machine 2 will be described.FIG. 3 is a diagram illustrating an example of the matchinglist 10. The matchinglist 10 is transmitted from thecenter server 3 to eachgame machine 2 in order to notify the opponents to eachgame machine 2. As illustrated inFIG. 3 , the matchinglist 10 includes various kinds of data, such as the IP address of eachgame machine 2 which is matched as the opponent and asession ID 15. Thecenter server 3 gives thesession ID 15 in response to a request to participate in the game and thesession ID 15 is used to match thegame machines 2. As illustrated inFIG. 3 , thesession ID 15 includes anID portion 15 a and around 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 thegame machine 2 is given to theround identifying portion 15 b. For example, when the first round is played on thegame machine 2, “1” is given. When the second round is played on thegame machine 2, “2” is given. When the third round is played on thegame machine 2, “3” is given. - Next, processes when the
control unit 7 of thecenter server 3 and thecontrol unit 8 of eachgame machine 2 execute the intro music quiz game will be described.FIG. 4 is a flowchart illustrating the process of thecontrol unit 8 of thegame machine 2 and the process of thecontrol unit 7 of thecenter server 3 when the opponent to eachgame machine 2 is determined First, in Step S1 ofFIG. 4 , thecontrol unit 8 of thegame machine 2 determines whether or not the round to which eachgame machine 2 belongs ends. When the round to which eachgame machine 2 belongs ends, thecontrol unit 8 proceeds to Step S2 and disconnects the connection between thegame machines 2. Then, thecontrol unit 8 proceeds to Step S3. On the other hand, when it is determined in Step S1 that the round to which eachgame machine 2 belongs has not ended, thecontrol unit 8 skips the subsequent steps and ends the current routine. Then, in Step S3, thecontrol unit 8 of thegame 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, thecontrol 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, thecontrol unit 8 skips the subsequent steps and ends the current routine. Then, in Step S4, thecontrol unit 8 of thegame machine 2 transmits a matching request as the declaration of the intention to participate in the intro music quiz game to thecenter server 3 on the basis of the operation of the player. When thegame machine 2 has thesession ID 15, the matching request in Step S1 includes thesession ID 15. Thecontrol unit 7 receives the matching request from thegame machine 2 in Step S11. Then, in Step S12, thecontrol unit 7 determines whether or not thesession ID 15 is included in the matching request received from thegame machine 2 as a predetermined condition. When thesession ID 15 is not included in the matching request, thecontrol unit 7 proceeds to Step 13 and adds the records of thegame 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, thecontrol unit 7 issues a common (same)session ID 15 to the eightgame machines 2 included in the table for eight game machines in Step S14 and proceeds to Step S15. That is, it is determined that eachgame machine 2 added to the table for eight game machines, that is, eachgame machine 2 corresponding to the initial matching without thesession ID 15 satisfies the predetermined condition, thesession ID 15 is given. In addition, theround identifying portion 15 b of thesession ID 15 issued by thecontrol 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 thesession ID 15 included in the matching request. As described above, since thesession ID 15 includes theround identifying portion 15 b for identifying the round played by thegame machine 2, the determination is performed on the basis of theround identifying portion 15 b of thesession ID 15. In Step S18, when theround identifying portion 15 b included in thesession ID 15 indicates the first round, that is, when theround identifying portion 15 b is “1”, thecontrol unit 7 proceeds to Step S19 and adds the records of thegame machines 2 to a table for six game machines. When the records of thegame machines 2 are added to the table for six game machines, thecontrol unit 7 adds thegame machines 2 having thesame session ID 15 to the same table for six game machines on the basis of thesession ID 15. And, when the records of the six game machines are added to the table for six game machines, thecontrol unit 7 proceeds to Step S20 and updates theround identifying portion 15 b of thesession ID 15 of the sixgame machines 2 in the table for six game machines from “1” to “2” in Step S20. Then, thecontrol unit 7 proceeds to Step S15. In addition, theID portion 15 a of thesession ID 15 is not changed. - In Step S18, when the
round identifying portion 15 b included in thesession ID 15 indicates the second round, that is, when theround identifying portion 15 b is “2”, thecontrol unit 7 proceeds to Step S21 and adds the records of thegame machines 2 to a table for three game machines. When the records of thegame machines 2 are added to the table for three game machines, thecontrol unit 7 adds thegame machines 2 having thesame session ID 15 to the same table for three game machines on the basis of thesession ID 15, similarly to Step S19. And, when the records of three game machines are added to the table for three game machines, thecontrol unit 7 proceeds to Step S20. In Step S20, thecontrol unit 7 updates theround identifying portion 15 b of thesession ID 15 of threegame machines 2 in the table for three game machines from “2” to “3”. Then, thecontrol unit 7 proceeds to Step S15. - In Step S15, the
control unit 7 generates the matchinglist 10 on the basis of the tables created in Steps S13, S19, and S21. Then, in Step S16, thecontrol unit 7 determines aparent game machine 2 which will function as a server among thegame 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, thecontrol unit 7 transmits information about the matchinglist 10 made in Step S15 and theparent game machine 2 determined in Step S16 to eachgame machine 2, and ends the current routine. The information about theparent game machine 2 may be included in thematching list 10. The generation of the matchinglist 10 and the determination of the parent game machine may be reversed. The consolation match between thegame 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 matchinglist 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 thegame machine 2 acquires the information about the matchinglist 10 and theparent game machine 2 transmitted from thecontrol unit 7. Then, in Step S6, thecontrol unit 8 of thegame 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 theparent 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 thegame machines 2 belonging to the consolation match, and one master machine is selected from thegame machines 2 belonging to the semifinal under various conditions capable of specifying one game machine. In Step S7, thecontrol unit 8 of thegame 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, thecenter 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, thecenter 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 thegame machines 2. In this way, it is possible to prevent difficulty in the progress of the game. Also, thesame session ID 15 is given to each of the eightgame machines 2 participating in the tournament. Therefore, it is possible to easily achieve the matching between thegame machines 2 in each round executed by thecenter server 3, with reference to thesession ID 15. Further, in matching in each round, only the number ofgame 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 thecenter server 3 performs matching, it is possible to reduce the number of processes which are performed for matching by eachgame machine 2. Since the number ofgame machines 2 is more than the number ofcenter servers 3, it is possible to significantly reduce hardware resources. - In the above-described embodiment, the
control unit 7 of thecenter server 3 functions as an ID giving device, a matching device, and a determining device by executing the routine illustrated inFIG. 4 . Thecontrol unit 8 of thegame machine 2 functions as a matching request device and a disconnection device by executing the routine illustrated inFIG. 4 . Further, thegame machine 2 functions as a connection device and a master machine setting device by executing Step S6 ofFIG. 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 thesession ID 15 identifies the round. However, a code for identifying the consolation match may be included in theround identifying portion 15 b. In this case, for example, “A” may be included as the code for identifying the consolation match in theround 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 theround 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 theround identifying portion 15 b. - In the above-described embodiment, the
round identifying portion 15 b is included in thesession 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 ofFIG. 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, thegame machine 2 functions as the master machine setting device, but the invention is not limited thereto. For example, thecenter 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. -
- 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.
Applications Claiming Priority (3)
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JP2009242754A JP5215277B2 (en) | 2009-10-21 | 2009-10-21 | GAME SYSTEM AND COMPUTER PROGRAM THEREOF |
PCT/JP2010/066430 WO2011048908A1 (en) | 2009-10-21 | 2010-09-22 | Game system and computer program for same |
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JP2013215375A (en) * | 2012-04-09 | 2013-10-24 | Konami Digital Entertainment Co Ltd | Game control apparatus, game control method, program, and game control system |
JP6233814B2 (en) * | 2015-10-08 | 2017-11-22 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM, GAME CONTROL DEVICE, AND PROGRAM |
JP6222586B2 (en) * | 2016-07-22 | 2017-11-01 | 株式会社セガゲームス | Program and information processing apparatus |
JP6217877B1 (en) * | 2017-03-28 | 2017-10-25 | 株式会社セガゲームス | Information processing apparatus and game program |
JP6614462B2 (en) * | 2017-10-06 | 2019-12-04 | 株式会社セガゲームス | Program and information processing apparatus |
US10537803B2 (en) * | 2018-01-18 | 2020-01-21 | Universal City Studios Llc | Interactive gaming system |
US10765952B2 (en) * | 2018-09-21 | 2020-09-08 | Sony Interactive Entertainment LLC | System-level multiplayer matchmaking |
JP7316667B2 (en) * | 2019-09-09 | 2023-07-28 | 株式会社コナミデジタルエンタテインメント | Program, game control method, game control device and game system |
JP7045719B2 (en) * | 2019-09-09 | 2022-04-01 | 株式会社コナミデジタルエンタテインメント | Programs, game control methods, game control devices and game systems |
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WO2011048908A1 (en) | 2011-04-28 |
CN102574018A (en) | 2012-07-11 |
JP2011087715A (en) | 2011-05-06 |
JP5215277B2 (en) | 2013-06-19 |
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