U.S. patent application number 10/582075 was filed with the patent office on 2007-06-28 for game progress administering system, game progress administering method, and computer-readable recording medium storing game progress administering program.
Invention is credited to Shigeto Akashi, Yuuki Harano, Kazuma Konishi, Kazutaka Kubota, Masahiro Nishiyama, Masakazu Shibamiya, Hiroyuki Wada.
Application Number | 20070149287 10/582075 |
Document ID | / |
Family ID | 34650470 |
Filed Date | 2007-06-28 |
United States Patent
Application |
20070149287 |
Kind Code |
A1 |
Kubota; Kazutaka ; et
al. |
June 28, 2007 |
Game progress administering system, game progress administering
method, and computer-readable recording medium storing game
progress administering program
Abstract
A central server 3 (CPU 361, RAM 362) is provided with a player
information storage 362a for storing player identification
information in correspondence with shop identification information
of belonging shops, a terminal storage 362b for storing terminal
identification information in correspondence with the shop
identification information, a shop information storage 362c for
storing the shop identification information in correspondence with
area identification information, a result tabulating section 361c
for tabulating results of players for each belonging shop to
determine a within-shop ranking, a shop judging section 361d for
judging whether or not a shop where a client terminal unit 1 being
played is installed is a belonging shop, a restricting condition
judging section 361e for judging whether or not to satisfy a
restricting condition that is a condition for transmitting guidance
information to the client terminal units 1, and a guidance
transmitting section 361f for transmitting the guidance information
to the client terminal units 1 if the restricting condition is
satisfied.
Inventors: |
Kubota; Kazutaka;
(Akashi-shi, JP) ; Konishi; Kazuma; (Kobe-shi,
JP) ; Harano; Yuuki; (Kobe-shi, JP) ;
Shibamiya; Masakazu; (Kobe-shi, JP) ; Akashi;
Shigeto; (Kobe-shi, JP) ; Nishiyama; Masahiro;
(Kobe-shi, JP) ; Wada; Hiroyuki; (Kobe-shi,
JP) |
Correspondence
Address: |
JORDAN AND HAMBURG LLP
122 EAST 42ND STREET
SUITE 4000
NEW YORK
NY
10168
US
|
Family ID: |
34650470 |
Appl. No.: |
10/582075 |
Filed: |
October 29, 2004 |
PCT Filed: |
October 29, 2004 |
PCT NO: |
PCT/JP04/16477 |
371 Date: |
June 8, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/335 20140902;
A63F 13/12 20130101; A63F 2300/407 20130101; A63F 13/35 20140902;
A63F 2300/50 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 10, 2003 |
JP |
2003-412465 |
Claims
1-14. (canceled)
15. A game progress administering method using a game progress
administering system connected with game terminal units to be
operated by players and installed in a plurality of shops via
communication lines such that operation signals necessary for the
progress of a game can be communicated, thereby administering the
progress of the game, comprising: allowing a player information
storage of the game administering system to store player
identification information, which is identification information of
players, in correspondence with shop identification information,
which is identification information of shops to which the players
virtually belong, allowing a terminal information storage of the
game administering system to store terminal identification
information, which is identification information of the game
terminal units, in correspondence with the shop identification
information of the shops where the game terminal units are
installed, allowing a gaming evaluating of the game administering
system to receive the terminal identification information of one
game terminal unit, the player identification information and a
game start signal, which is an operation signal to the effect of
starting the game, from the one game terminal unit, and to instruct
the one game terminal unit to conduct the game, and to calculate a
result of each player based on the result of the game, and to store
the calculated results in the player information storage in
correspondence with the player identification information, allowing
a result tabulating of the game administering system to tabulate
the results of the players for each shop, to which the players
virtually belong, at every interval of a specified period to
determine a within-shop ranking, and to store the determined
within-shop ranking in the player information storage in
correspondence with the player identification information, allowing
a shop judger of the game administering system to reads the shop
identification information corresponding to the terminal
identification information of the one game terminal unit from the
terminal information storage, and to read the shop identification
information corresponding to the player identification information
received by the gaming evaluating from the player information
storage, and to judge whether or not the read two pieces of shop
identification information coincide with each other, allowing a
restricting condition judger of the game administering system to
judge whether or not to satisfy a first restricting condition that
the two pieces of shop identification information were judged to
coincide by the shop judging means and that a within-shop rank
order corresponding to the player identification information
received from the one game terminal unit by the gaming evaluating
means is within a first specified rank order, and allowing a
guidance transmitter of the game administering system to transmit
guidance information including the player identification
information and the within-shop ranking information of the player
of the one game terminal unit to other game terminal units in the
shop where the one game terminal unit is installed in order to
display, on the other game terminal units, guidance to the effect
that the player within the first specified rank order in the
within-shop ranking will start the game if the first restricting
condition is judged to be satisfied by the restricting condition
judging means.
16. A game progress administering system connected with game
terminal units to be operated by players and installed in a
plurality of shops via communication lines such that operation
signals necessary for the progress of a game can be communicated,
thereby administering the progress of the game, comprising: a
player information storage for storing player identification
information, which is identification information of players, in
correspondence with shop identification information, which is
identification information of shops to which the players virtually
belong; a terminal information storage for storing terminal
identification information, which is identification information of
the game terminal units, in correspondence with the shop
identification information of the shops where the game terminal
units are installed; a gaming evaluator for receiving the terminal
identification information of one game terminal unit, the player
identification information and a game start signal, which is an
operation signal to the effect of starting the game, from the one
game terminal unit, calculating a result of the player based on the
result of the game, and storing the calculated results in the
player information storage in correspondence with the player
identification information; a result tabulator for tabulating the
result of the player to determine a ranking, and storing the
determined ranking in the player information storage in
correspondence with the player identification information; a
restricting condition judger for judging whether or not to satisfy
a restricting condition that a rank order corresponding to the
player identification information received from the one game
terminal unit by the gaming evaluator is within a specified rank
order; and a guidance transmitter for transmitting guidance
information including the player identification information and the
ranking information of the player of the one game terminal unit in
order to display guidance.
17. A game progress administering system according to claim 16,
further comprising: a shop judger for reading the shop
identification information corresponding to the terminal
identification information of the one game terminal unit from the
terminal information storage, reading the shop identification
information corresponding to the player identification information
received by the gaming evaluator from the player information
storage, and judging whether or not the read two pieces of shop
identification information coincide with each other, wherein: the
result tabulator tabulates the results of the players for each
shop, to which the players virtually belong, at every interval of a
specified period to determine a within-shop ranking, and stores the
determined within-shop ranking in the player information storage in
correspondence with the player identification information; the
restricting condition judger judges whether or not to satisfy a
first restricting condition that the two pieces of shop
identification information were judged to coincide by the shop
judger and that a within-shop rank order corresponding to the
player identification information received from the one game
terminal unit by the gaming evaluator is within a first specified
rank order; and the guidance transmitter transmits guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to other game terminal units in the shop where the
one game terminal unit is installed in order to display, on the
other game terminal units, guidance to the effect that the player
within the first specified rank order in the within-shop ranking
will start the game if the first restricting condition is judged to
be satisfied by the restricting condition judger.
18. A game progress administering system according to claim 16,
wherein: the game is a competition game; the gaming evaluator
receives the terminal identification information of one game
terminal unit, the player identification information and a game
start signal, which is an operation signal to the effect of
starting the competition game, from the one game terminal unit, and
determines competing terminal units, which are other game terminal
units to become competitors, in accordance with a specified rule,
and instructs the one game terminal unit and the competing terminal
units to conduct the competition game, and calculates a result of
each player based on the result of the competition game, and stores
the calculated results in the player information storage in
correspondence with the player identification information; the
result tabulator tabulates the results of the players for each
shop, to which the players virtually belong, at every interval of a
specified period to determine a within-shop ranking, and stores the
determined within-shop ranking in the player information storage in
correspondence with the player identification information; the
restricting condition judger judges whether or not to satisfy a
restricting condition that a within-shop rank order corresponding
to the player identification information received from the one game
terminal unit by the gaming evaluator is within a first specified
rank order; and the guidance transmitter transmits guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to the competing terminal units in order to display,
on the competing terminal units, guidance to the effect that the
player within the first specified rank order in the within-shop
ranking was determined as a competitor when the competing terminal
units are determined by the gaming evaluator if the restricting
condition is judged to be satisfied by the restricting condition
judger.
19. A game progress administering system according to claim 16,
further comprising: a shop judger for reading the shop
identification information corresponding to the terminal
identification information of the one game terminal unit from the
terminal information storage, reading the shop identification
information corresponding to the player identification information
received by the gaming evaluator from the player information
storage, and judging whether or not the read two pieces of shop
identification information coincide with each other, wherein: the
result tabulator tabulates the results of the players for each
shop, to which the players virtually belong, at every interval of a
specified period to determine a within-shop ranking, and stores the
determined within-shop ranking in the player information storage in
correspondence with the player identification information; the
restricting condition judger judges whether or not to satisfy a
first restricting condition that the two pieces of shop
identification information were judged to coincide by the shop
judger and that a within-shop rank order corresponding to the
player identification information received from the one game
terminal unit by the gaming evaluator is within a first specified
rank order; and the guidance transmitter transmits guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to the shop monitor unit in the shop where the one
game terminal unit is installed in order to display, on the shop
monitor unit in the shop where the one game terminal unit is
installed, guidance to the effect that the player within the first
specified rank order in the within-shop ranking will start the game
if the first restricting condition is judged to be satisfied by the
restricting condition judger.
20. A game progress administering system according to claim 16,
further comprising: a shop information storage for storing shop
identification information, which is identification information of
the shops, in correspondence with area identification information,
which is identification information of areas where the shops are
located; a shop judger for reading the shop identification
information corresponding to the terminal identification
information of the one game terminal unit from the terminal
information storage, reading the shop identification information
corresponding to the player identification information received by
the gaming evaluator from the player information storage, and
judging whether or not the read two pieces of shop identification
information coincide with each other, wherein: the result tabulator
tabulates the results of the players for each shop, to which the
players virtually belong, at every interval of a specified period
to determine a within-shop ranking, and stores the determined
within-shop ranking in the player information storage in
correspondence with the player identification information, and
tabulates the results of the players within a first specified rank
order in the within-shop ranking to obtain a shop result of each
shop at every interval of a specified period, and determines a
within-area shop ranking, which is a ranking of the respective
shops, for each area where the respective shops are located in
accordance with the shop results of the respective shops, and
stores determined within-area shop ranking information in the shop
information storage in correspondence with the shop identification
information; the restricting condition judger judges whether or not
to satisfy a second restricting condition that the two pieces of
area identification information corresponding to the two pieces of
shop identification information were judged to coincide by the shop
judger, that the within-shop rank order of the player corresponding
to the player identification information received from the one game
terminal unit by the gaming evaluator is within the first specified
rank order, and that a within-area shop rank order of the shop to
which the player corresponding to the player identification
information received from the one game terminal unit by the gaming
evaluator belongs is within a second specified rank order; and the
guidance transmitter transmits guidance information including the
player identification information, the within-shop ranking
information and the within-area shop ranking information of the
player of the one game terminal unit to other game terminal units
in the shop where the one game terminal unit is installed in order
to display, on the other game terminal units, guidance to the
effect that the player virtually belonging to the shop within the
second specified rank order in the within-area shop ranking and
being within the first specified rank order in the within-shop
ranking will start the game if the second restricting condition is
judged to be satisfied by the restricting condition judger.
21. A game progress administering system according to claim 16,
further comprising: a shop information storage for storing shop
identification information, which is identification information of
the shops, in correspondence with area identification information,
which is identification information of areas where the shops are
located, wherein: the game is a competition game; the gaming
evaluator receives the terminal identification information of one
game terminal unit, the player identification information and a
game start signal, which is an operation signal to the effect of
starting the competition game, from the one game terminal unit, and
determines competing terminal units, which are other game terminal
units to become competitors, in accordance with a specified rule,
and instructs the one game terminal unit and the competing terminal
units to conduct the competition game, and calculates a result of
each player based on the result of the competition game, and stores
the calculated results in the player information storage in
correspondence with the player identification information; the
result tabulator tabulates the results of the players for each
shop, to which the players virtually belong, at every interval of a
specified period to determine a within-shop ranking, and stores the
determined within-shop ranking in the player information storage in
correspondence with the player identification information, and
tabulates the results of the players within a first specified rank
order in the within-shop ranking to obtain a shop result of each
shop at every interval of a specified period, determining a
within-area shop ranking, which is a ranking of the respective
shops, for each area where the respective shops are located in
accordance with the shop results of the respective shops, and
stores determined within-area shop ranking information in the shop
information storage in correspondence with the shop identification
information; the restricting condition judger judges whether or not
to satisfy a restricting condition that a within-shop rank order of
the player corresponding to the player identification information
received from the one game terminal unit by the gaming evaluator is
within the first specified rank order and that a within-area shop
rank order of the shop to which the player corresponding to the
player identification information received from the one game
terminal unit by the gaming evaluator virtually belongs is within a
second specified rank order; and the guidance transmitter transmits
guidance information including the player identification
information, the within-shop ranking information and the
within-area shop ranking information of the player of the one game
terminal unit to the competing terminal units in order to display,
on the competing terminal units, guidance to the effect that the
player virtually belonging to the shop within the second specified
rank order in the within-area shop ranking and being within the
first specified rank order in the within-shop ranking was
determined as a competitor when the competing terminal units are
determined by the gaming evaluator if the restricting condition is
judged to be satisfied by the restricting condition judger.
22. A game progress administering system according to claim 16,
further comprising: a shop information storage for storing shop
identification information, which is identification information of
the shops, in correspondence with area identification information,
which is identification information of areas where the shops are
located; a shop judger for reading the shop identification
information corresponding to the terminal identification
information of the one game terminal unit from the terminal
information storage, reading the shop identification information
corresponding to the player identification information received by
the gaming evaluator from the player information storage, and
judging whether or not two pieces of area identification
information corresponding to the read two pieces of shop
identification information coincide with each other, using the shop
information storage, wherein: the game terminal units are
communicably connected with shop monitor units provided with
monitors; the result tabulator tabulates the results of the players
for each shop, to which the players virtually belong, at every
interval of a specified period to determine a within-shop ranking,
and stores the determined within-shop ranking in the player
information storage in correspondence with the player
identification information, and tabulates the results of the
players within a first specified rank order in the within-shop
ranking to obtain a shop result of each shop at every interval of a
specified period, and determines a within-area shop ranking, which
is a ranking of the respective shops, for each area where the
respective shops are located in accordance with the shop results of
the respective shops, and stores determined within-area shop
ranking information in the shop information storage in
correspondence with the shop identification information; the
restricting condition judger judges whether or not to satisfy a
second restricting condition that the two pieces of area
identification information corresponding to the two pieces of shop
identification information were judged to coincide by the shop
judger, that the within-shop rank order of the player corresponding
to the player identification information received from the one game
terminal unit by the gaming evaluator is within the first specified
rank order, and that a within-area shop rank order of the shop to
which the player corresponding to the player identification
information received from the one game terminal unit by the gaming
evaluator belongs is within a second specified rank order; and the
guidance transmitter transmits guidance information including the
player identification information, the within-shop ranking
information and the within-area shop ranking information of the
player of the one game terminal unit to the shop monitor unit in
the shop where the one game terminal unit is installed in order to
display, on the shop monitor unit, guidance to the effect that the
player virtually belonging to the shop within the second specified
rank order in the within-area shop ranking and being within the
first specified rank order in the within-shop ranking will start
the game if the second restricting condition is judged to be
satisfied by the restricting condition judger.
23. A game progress administering system according to claim 16,
further comprising: a shop information storage for storing shop
identification information that is identification information of
the respective shops, wherein: the result tabulator tabulates the
results of the players for each shop, to which the players
virtually belong, at every interval of a specified period to
determine a within-shop ranking, and stores the determined
within-shop ranking in the player information storage in
correspondence with the player identification information, and
tabulates the results of the players within a first specified rank
order in the within-shop ranking for each shop at every interval of
a specified period to obtain a shop result, and determines a shop
ranking, which is a ranking of the respective shops, in accordance
with the shop results of the respective shops, and stores the
determined shop ranking information in the shop information storage
in correspondence with the shop identification information; the
restricting condition judger judges whether or not to satisfy a
third restricting condition that a within-shop rank order of the
player corresponding to the player identification information
received from the one game terminal unit by the gaming evaluator is
within the first specified rank order and that a shop rank order of
the shop to which the player virtually belongs is within a third
specified rank order; and the guidance transmitter transmits
guidance information including the player identification
information, the within-shop ranking information and the shop
ranking information of the player of the one game terminal unit to
other game terminal units in the shop where the one game terminal
unit is installed in order to display, on the other game terminal
units, guidance to the effect that the player virtually belonging
to the shop within the third specified rank order in the shop
ranking and being within the first specified rank order in the
within-shop ranking will start the game if the third restricting
condition is judged to be satisfied by the restricting condition
judger.
24. A game progress administering system according to claim 16,
further comprising: a shop information storage for storing shop
identification information that is identification information of
the respective shops, wherein: the game is a competition game; the
result tabulator tabulates the results of the players for each
shop, to which the players virtually belong, at every interval of a
specified period to determine a within-shop ranking, and stores the
determined within-shop ranking in the player information storage in
correspondence with the player identification information, and
tabulates the results of the players within a first specified rank
order in the within-shop ranking for each shop at every interval of
a specified period to obtain a shop result, and determines a shop
ranking, which is a ranking of the respective shops, in accordance
with the shop results of the respective shops, and stores the
determined shop ranking information in the shop information storage
in correspondence with the shop identification information; the
restricting condition judger judges whether or not to satisfy a
third restricting condition that a within-shop rank order of the
player corresponding to the player identification information
received from the one game terminal unit by the gaming evaluator is
within the first specified rank order and that a shop rank order of
the shop to which the player virtually belongs is within a third
specified rank order; and the guidance transmitter transmits
guidance information including the player identification
information, the within-shop ranking information and the shop
ranking information of the player of the one game terminal unit to
the competitor terminal units in order to display, on the
competitor terminal units, guidance to the effect that the player
virtually belonging to the shop within the third specified rank
order in the shop ranking and being within the first specified rank
order in the within-shop ranking was determined as a competitor if
the third restricting condition is judged to be satisfied by the
restricting condition judger.
25. A game progress administering system according to claim 16,
further comprising: a shop information storage for storing shop
identification information that is identification information of
the respective shops, wherein: the game terminal units are
communicably connected with shop monitor units provided with
monitors; the result tabulator tabulates the results of the players
for each shop, to which the players virtually belong, at every
interval of a specified period to determine a within-shop ranking,
and stores the determined within-shop ranking in the player
information storage in correspondence with the player
identification information, and tabulates the results of the
players within a first specified rank order in the within-shop
ranking for each shop at every interval of a specified period to
obtain a shop result, and determines a shop ranking, which is a
ranking of the respective shops, in accordance with the shop
results of the respective shops, and stores the determined shop
ranking information in the shop information storage in
correspondence with the shop identification information; the
restricting condition judger judges whether or not to satisfy a
third restricting condition that a within-shop rank order of the
player corresponding to the player identification information
received from the one game terminal unit by the gaming evaluator is
within the first specified rank order and that a shop rank order of
the shop to which the player virtually belongs is within a third
specified rank order; and the guidance transmitter transmits
guidance information including the player identification
information, the within-shop ranking information and the shop
ranking information of the player of the one game terminal unit to
the shop monitor unit in the shop where the one game terminal unit
is installed in order to display, on the shop monitor unit in the
shop where the one game terminal unit is installed, guidance to the
effect that the player virtually belonging to the shop within the
third specified rank order in the shop ranking and being within the
first specified rank order in the within-shop ranking will start
the game if the third restricting condition is judged to be
satisfied by the restricting condition judger.
26. A game progress administering system according to claim 16,
further comprising a belonging-shop setter for reading the shop
identification information corresponding to the terminal
identification information of the one game terminal unit from the
terminal information storage, transmitting the shop identification
information to the one game terminal unit, and storing the shop
identification information in the player information storage in
correspondence with the player identification information of the
one game terminal unit upon receiving belonging-shop setting
information to the effect of setting to virtually belong to the
shop corresponding to the shop identification information from the
one game terminal unit when the terminal identification information
of the one game terminal unit is received from the one game
terminal unit by the gaming evaluator.
27. A game progress administering system according to claim 16,
wherein the guidance transmitter transmits the guidance information
to the other game terminal units while adding an interrupt signal
thereto in order to make an interrupt display of the guidance on
the other game terminal units.
28. A game progress administering system according to claim 17,
wherein the result tabulator determines the within-shop ranking by
tabulating the results of the players within a specified past
period for each shop to which the players virtually belong, and
stores the determined within-shop ranking in the player information
storage in correspondence with the player identification
information.
29. A game progress administering system according to claim 19,
further comprising a within-shop ranking transmitter for
transmitting the player identification information and the
within-shop ranking information of the players virtually belonging
to each shop to the shop monitor unit of each shop in order to
display the player identification information and the within-shop
ranking information of the players virtually belonging to each shop
in the form of a ranking on the shop monitor unit of each shop.
30. A game progress administering system according to claim 20,
wherein the guidance information further includes shop
identification information of the shop to which the player of the
one game terminal unit virtually belongs.
31. A game progress administering system connected with game
terminal units to be operated by players and installed in a
plurality of shops via communication lines such that operation
signals necessary for the progress of a game can be communicated,
thereby administering the progress of the game, comprising: a
player information storage for storing player identification
information, which is identification information of players, in
correspondence with shop identification information, which is
identification information of shops to which the players virtually
belong; a terminal information storage for storing terminal
identification information, which is identification information of
the game terminal units, in correspondence with the shop
identification information of the shops where the game terminal
units are installed; a gaming evaluator for receiving the terminal
identification information of one game terminal unit, the player
identification information and a game start signal, which is an
operation signal to the effect of starting the game, from the one
game terminal unit, instructing the one game terminal unit to
conduct the game, calculating a result of each player based on the
result of the game, and storing the calculated results in the
player information storage in correspondence with the player
identification information; a result tabulator for tabulating the
results of the players for each shop, to which the players
virtually belong, at every interval of a specified period to
determine a within-shop ranking, and storing the determined
within-shop ranking in the player information storage in
correspondence with the player identification information; a shop
judger for reading the shop identification information
corresponding to the terminal identification information of the one
game terminal unit from the terminal information storage, reading
the shop identification information corresponding to the player
identification information received by the gaming evaluator from
the player information storage, and judging whether or not the read
two pieces of shop identification information coincide with each
other; a restricting condition judger for judging whether or not to
satisfy a first restricting condition that the two pieces of shop
identification information were judged to coincide by the shop
judger and that a within-shop rank order corresponding to the
player identification information received from the one game
terminal unit by the gaming evaluator is within a first specified
rank order; and a guidance transmitter for transmitting guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to other game terminal units in the shop where the
one game terminal unit is installed in order to display, on the
other game terminal units, guidance to the effect that the player
within the first specified rank order in the within-shop ranking
will start the game if the first restricting condition is judged to
be satisfied by the restricting condition judger.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a game progress
administering system connected with game terminal units to be
operated by players and installed in a plurality of shops via
communication lines such that operation signals necessary for the
progress of a game can be communicated, thereby administering the
progress of the game, a game progress administering method and a
computer-readable recording medium storing a game administering
program.
[0003] 2. Background Art
[0004] Various video game systems playable among a plurality of
players have been conventionally proposed or already used. There is
also known a video game system in which a plurality of video game
apparatuses (game terminal units) of the same type are installed
for arcade games and connected via a network (and a server) such as
a LAN or Internet, so that a plurality of players can play a game
(so-called massively multiplayer online playing game) in the same
game space. In such a video game system, table games such as
mahjong and shogi (Japanese chess) and competing-type games such as
sports and martial arts (hereinafter, table games and fighting-type
games are collectively called as competition games) are played.
[0005] In the case of playing the above competition game, an
unspecified number of players can participate in the competition
game since a plurality of video game apparatuses are connected via
the network such as the LAN or Internet. In the case where
strangers compete with each other in this way, since abilities of
the competitors concerning the competition game cannot be known,
the competition game can become unpredictable and interesting in a
specific manner as compared to ordinary competition games played by
means of stand-alone video game apparatuses as competitors.
[0006] On the other hand, ranking is given based on results in
games, thereby raising an interest in player's results and making
the game more interesting. Since an unspecified number of players
can participate in a massively multiplayer online playing game as
described above, there are cases where players to become
competitors are unspecific.
[0007] In such cases, there have been problems that the players'
interest in the ranking of the game result is reduced and the game
becomes less interesting by giving ranking.
SUMMARY OF THE INVENTION
[0008] In view of the above problems, an object of the present
invention is to provide a game progress administering system
capable of effectively making a game more interesting by ranking
game results in a massively multiplayer online playing game, a game
progress administering method and a computer-readable recording
medium storing a game progress administering program.
[0009] According to an aspect of the invention, a game progress
administering system is connected with game terminal units to be
operated by players and installed in a plurality of shops via
communication lines such that operation signals necessary for the
progress of a game can be communicated to thereby administer the
progress of the game. A player information storage stores player
identification information, which is identification information of
players, in correspondence with shop identification information,
which is identification information of shops to which the players
virtually belong. A terminal information storage stores terminal
identification information, which is identification information of
the game terminal units, in correspondence with the shop
identification information of the shops where the game terminal
units are installed. A
[0010] gaming evaluator receives the terminal identification
information of one game terminal unit, the player identification
information and a game start signal, which is an operation signal
to the effect of starting the game, from the one game terminal
unit, and calculates a result of the player based on the result of
the game, and stores the calculated results in the player
information storage in correspondence with the player
identification information. A result tabulator tabulates the result
of the player to determine a ranking, and stores the determined
ranking in the player information storage in correspondence with
the player identification information. A restricting condition
judger judges whether or not to satisfy a restricting condition
that a rank order corresponding to the player identification
information received from the one game terminal unit by the gaming
evaluator is within a specified rank order. A guidance transmitter
transmits guidance information including the player identification
information and the ranking information of the player of the one
game terminal unit in order to display guidance.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1 is a construction diagram showing a game system to
which a game progress administering system according to the
invention is applied;
[0012] FIG. 2 is a perspective view showing an external appearance
of a client terminal unit;
[0013] FIG. 3 is a hardware construction diagram showing the client
terminal unit;
[0014] FIG. 4 is a diagram showing a functional construction of a
control unit of the client terminal unit;
[0015] FIG. 5 is a perspective view showing an external appearance
of a shop server;
[0016] FIG. 6 is a diagram showing a hardware construction of the
shop server;
[0017] FIG. 7 is a diagram showing a functional construction of the
shop server;
[0018] FIG. 8 is a diagram showing a hardware construction of a
central server;
[0019] FIG. 9 is a diagram showing a functional construction of a
control unit of the central server;
[0020] FIG. 10 is a flow chart showing an operations of the central
server;
[0021] FIG. 11 is a detailed flow chart showing a result tabulation
processing carried out in Step S101 of the flow chart shown in FIG.
10;
[0022] FIG. 12 is a detailed flow chart showing a within-shop
ranking guidance processing carried out in Step Sill of the flow
chart shown in FIG. 10;
[0023] FIG. 13 is a detailed flow chart showing a within-area
ranking guidance processing carried out in Step S113 of the flow
chart shown in FIG. 10;
[0024] FIG. 14 is a detailed flow chart showing a within-ranking
guidance processing carried out in Step S115 of the flow chart
shown in FIG. 10;
[0025] FIG. 15 is a flow chart (first half) showing a flow of
operations of the client terminal unit;
[0026] FIG. 16 is a flow chart (second half) showing a flow of
operations of the client terminal unit;
[0027] FIG. 17 is a flow chart showing a guidance display
processing occurring by an interrupt signal in the client terminal
unit;
[0028] FIG. 18 is a diagram showing a belonging-shop setting screen
displayed in Steps S611 and S615 of the flow chart shown in FIG.
15;
[0029] FIG. 19 is a diagram showing a belonging-shop result display
screen displayed in Step S623 of the flow chart shown in FIG.
16;
[0030] FIG. 20 is a diagram showing a within-shop result display
screen displayed in Step S623 of the flow chart shown in FIG.
16;
[0031] FIG. 21 is a diagram showing a VIP display screen displayed
in Step S629 of the flow chart shown in FIG. 16;
[0032] FIG. 22 is a diagram showing a participation receiving
screen displayed in Step S631 of the flow chart shown in FIG.
16;
[0033] FIG. 23 is a diagram showing a competitor display screen
displayed in Step S637 of the flow chart shown in FIG. 16;
[0034] FIG. 24 is a diagram showing a competition screen displayed
in Step S639 of the flow chart shown in FIG. 16;
[0035] FIG. 25 is a diagram showing a competition result display
screen displayed in Step S647 of the flow chart shown in FIG.
16;
[0036] FIG. 26 is a flow chart showing a flow of operations of the
shop server;
[0037] FIG. 27 is a diagram showing a previous-month within-shop
ranking screen displayed in Step S807 of the flow chart shown in
FIG. 26;
[0038] FIG. 28 is a diagram showing a present-month within-shop
ranking screen displayed in Step S809 of the flow chart shown in
FIG. 26;
[0039] FIG. 29 is a diagram showing a previous-month shop ranking
screen displayed in Step S815 of the flow chart shown in FIG.
26;
[0040] FIG. 30 is a diagram showing a present-month shop ranking
screen displayed in Step S817 of the flow chart shown in FIG. 26;
and
[0041] FIG. 31 is a diagram showing a guidance display screen
displayed in response to an interrupt signal.
BEST MODES FOR CARRYING OUT THE INVENTION
[0042] FIG. 1 is a construction diagram showing a game apparatus to
which a game progress administering system of the invention is
applied. The game system is provided with client terminal units
(corresponding to game terminal units) 1 assigned with
corresponding identification information, shop servers 2
(corresponding to shop monitor units) assigned with corresponding
identification information and each communicably connected with a
plurality of (eight in this example) client terminal units 1 via
special lines 5, a central server 3 (corresponding to the game
progress administering system) communicably connected with a
plurality of shop servers 2 via communication lines 4 to administer
a game played by a plurality of players by means of the client
terminal units 1. It should be noted that the shop servers 2 are
communicably connected with each other via the communication lines
4.
[0043] Each client terminal unit 1 receives specified operations a
player carries out while referring to game screens displayed on a
monitor, and proceeds with a game in accordance with instruction
information transmitted from the corresponding shop server 2 (or
central server 3) and operation signals from the other client
terminal units 1.
[0044] Each shop server 2 is communicably connected with a
plurality of (eight in this example) client terminal units 1 and
the central server 3, transmits and receives data to and from the
client terminal units 1 and the central server 3, and generates
simulation operation signals necessary for the progress of the game
and transmits it to the client terminal units 1 upon detecting the
communication line 4 incapable of communication.
[0045] The central server 3 are so connected with the client
terminal units 1 operable by players as to be able to communicate
operation signals necessary for the progress of the game with each
other via the communication lines 4 (and the shop servers 2),
administers the progress of a competition game, and stores
characteristic data of players' fingerprints necessary for
fingerprint authentication to be described later as player
information in correspondence with user IDs.
[0046] FIG. 2 is a perspective view showing the external appearance
of one embodiment of the client terminal unit 1. In the following
description, a video game apparatus for business use integrally
constructed with a monitor is described as one example of the
client terminal unit.
[0047] In this embodiment, a competition game played by means of
the client terminal units 1 according to the present invention is a
mahjong game simulating mahjong and made up of a specified number
of (here, four) players, wherein the player operating each client
terminal unit 1 competes with those operating the other client
terminal units 1 or CPU players. In the case of competing with the
players operating the other client terminal units 1, data are
transmitted and received between the client terminal units 1 via
network communicators 18 to be described later, the shop servers 2
and the central server 3, etc. and information concerning game
progress states are saved in the shop servers 2.
[0048] Each client terminal unit 1 is provided with a monitor 11
for displaying game screens, a touch panel 11a for judging which
button has been pressed to instruct based on an address of a button
displayed on a game screen of the monitor 11 to urge the selection
or the like and a position pressed by the player, a loudspeaker 12
for outputting sounds, a card reader 13 for reading information
such as the user ID stored in an individual card, a fingerprint
authenticating device 14 for extracting characteristic data
necessary for the authentication of an individual using fingerprint
information from a CCD camera 14a to be described later, and a coin
receiving device 15 for receiving coins inserted by the player. The
characteristic data extracted by the fingerprint authenticating
device 14 is saved in a player information 362b of the central
server 3 to be described later via the network communicator 18, the
shop server 2 to be described later, etc.
[0049] The monitor 11 is, for example, a thin liquid crystal
display for displaying images. The loudspeaker 12 is for outputting
specified messages and BGMs. The fingerprint authenticating device
14 includes the CCD camera 14a for picking up images of a player's
fingerprint. Instead of the CCD camera 14a, another digital image
pickup apparatus (e.g. CMOS camera) may be used. The coin receiving
device 15 is provided with a coin outlet 151 to which the coin is
discharged in the case where the inserted coil is a defective coin
or the like.
[0050] The individual card is a magnetic card, an IC card or the
like in which individual information such as a user ID is stored.
Although not shown, the card reader 13 is for enabling the readout
of the individual information from the inserted individual
card.
[0051] A control unit 16 (see FIG. 3) including a microcomputer for
receiving detection signals from the respective devices and
outputting control signals to the respective devices is provided at
a specified position of the client terminal unit 1.
[0052] FIG. 3 is a hardware construction diagram showing one
embodiment of the client terminal unit 1. The control unit 16 is
for controlling the overall operation of the client terminal unit
1, and includes an information processor (CPU) 161, a RAM 162 for
temporarily saving information and the like obtained during
processings, and a ROM 163 storing specified image information, a
game program and the like to be described later.
[0053] An external input/output controller 171 converts the
detection signals into digital signals to be used for the
processings between the control unit 16 and detectors including the
card reader 13, the touch panel 11a, the CCD camera 14a and the
coin receiving device 15, and outputs command information to the
respective detectors after converting it into control signals. Such
signal processing and input/output processing are carried out, for
example, in a time-sharing manner. An external device controller
172 outputs the control signals to the respective detectors and
receives the detection signals from the respective detectors within
the respective time-sharing periods.
[0054] An imaging processor 111 is for causing the monitor 11 to
display a desired image in accordance with an image displaying
instruction from the control unit 16 and includes a video RAM and
the like. A sound reproducing device 121 is for outputting a
specified message, a BGM or the like to the loudspeaker 12 in
accordance with an instruction from the control unit 16.
[0055] The touch panel 11a is a rectangular thin layer element and
constructed by covering an array of linear pressure-sensitive
elements made of a transparent material vertically and horizontally
arranged at specified intervals by a transparent cover, and is
adhered to a display screen of the monitor 11. A known touch panel
can be used as the touch panel 11a. The touch panel 11a is capable
of judging which button has been pressed to instruct based on the
address of the button to urge the selection or the like displayed
on the screen of the monitor 11 and the pressed position.
[0056] Mahjong tile objects, background images, various screen
images and the like are stored in the ROM 163. Each of the mahjong
tile objects and the like is comprised of a necessary number of
polygons so as to enable the three-dimensional imaging. The imaging
processor 111 performs a calculation for the conversion from
positions in a three-dimensional space to those in a simulated
three-dimensional space, a light source calculation and other
calculations in accordance with an imaging instruction from the CPU
161, and writes an image data to be imaged in the video RAM, for
example, writes (adheres) texture data in (to) an area of the video
RAM designated by polygons based on the calculation results.
[0057] Here, a relationship between the operation of the CPU 161
and that of the imaging processor 111 is described. The CPU 161
reads image data, sound data, control program data and game program
data from the ROM 163 in accordance with an operating system (OS)
stored in the ROM 163 which is built in or detachably mountable
from the outside. Part or all of the read image data, sound data,
control program data, etc. are saved in the RAM 162. Thereafter,
the CPU 161 performs processings in accordance with the control
program and various data (image data including polygons and
textures of objects to be displayed and other character images, and
sound data) saved in the RAM 162 and the detection signals and the
like from the detectors.
[0058] Some data of various data stored in the ROM 163 that may be
recorded on a detachable recording medium may be made readable by a
driver such as a hard disk drive, an optical disk drive, a flexible
disk drive, a silicon disk drive, or a cassette medium reader. In
such a case, the recording medium is, for example, a hard disk, an
optical disk, a flexible disk, a CD, a DVD or a semiconductor
memory.
[0059] The network communicator 18 is for transmitting and
receiving various pieces of event information occurring during the
execution of the mahjong game to and from the central server 3 via
the network, the shop server 2, etc.
[0060] Here, an individual authentication method in each client
terminal unit 1 is described. The individual authentication is for
confirming that an actual player is identical with a player
recognized by the client terminal unit 1 (or central server 3
connected via the network communicator 18 and the network). In the
case where a player plays by means of the client terminal unit 1
for the first time, user ID data (identification information) is
read from an inserted individual card by the card reader 13, an
image of the player's fingerprint is picked up by the CCD camera
14a of the fingerprint authenticating device 14, and characteristic
data necessary for the individual authentication is extracted by
the fingerprint authenticating device 14 using the fingerprint
information from the CCD camera 14a. The user ID data and the
characteristic data are transmitted to the shop server 2 connected
via the network communicator 18 and the network and transmitted
from the shop server 2 to the central server 3 via the
communication line to be stored in the player information storage
362a to be described later. In this way, the player is registered
in the central server 3.
[0061] In the case where a player already registered in the central
server 3 plays by means of the client terminal unit 1, user ID data
is read from an inserted individual card by the card reader 13, an
image of the player's fingerprint is picked up by the CCD camera
14a of the fingerprint authenticating device 14, and characteristic
data necessary for the individual authentication is extracted by
the fingerprint authenticating device 14 using the fingerprint
information from the CCD camera 14a. Then, the user ID data and the
characteristic data are transmitted to the central server 3
connected via the network communicator 18, the network, the shop
server 2 and the like, and the central server 3 judges as to
whether or not the characteristic data corresponding to the user ID
stored in the player information storage 362a to be described later
is identical with the received characteristic data. The player is
permitted to play if the judgment result is affirmative while being
refused to play if the judgment result is negative (for example, an
error message is displayed on the monitor 11 of the client terminal
unit 1 to urge the player to conduct the fingerprint authentication
again).
[0062] FIG. 4 is a functional construction diagram showing the
control unit 16 of the client terminal unit 1. The CPU 161 of the
control unit 16 is provided with a game progress controlling
section 161a for receiving an operation from the player and
controlling the progress of the game in accordance with an
instruction from the central server 3 and the mahjong rules, a
guidance receiving section 161b for receiving guidance information
from the central server 3, a guidance displaying section 161c for
displaying the received guidance information, and a belonging-shop
receiving section 161d for receiving a shop to which the player
virtually belongs. Further, the RAM 162 of the control unit 16 is
provided with a guidance storage 162a for storing the guidance
information.
[0063] The game progress controlling section 161a is for receiving
an operation from the player by means of the touch panel 11a and
the like and controlling the progress of the game in accordance
with instructions from the central server 3 (or the shop server 2)
and the mahjong rules. The game progress controlling section 161a
also reads the user ID (corresponding to the player identification
information) from the individual card for the aforementioned
individual authentication and transmits it to the central server 3
in correspondence with terminal identification information that is
identification information of the client terminal unit 1.
[0064] The guidance receiving section 161b receives the guidance
information from the central server 3 via the shop server 2, and
saves the received guidance information in the guidance storage
162a. The guidance receiving section 161b also receives a player
result and a shop result of the previous month from a guidance
transmitting section 361e to be described later if the user ID is
transmitted to the central server 3 by the game progress
controlling section 161a and the last date of gaming is judged to
be in the previous month by a gamin evaluating section 361b of the
central server 3 to be described later.
[0065] The guidance displaying section 161c reads the guidance
information received by the guidance receiving section 161b from
the guidance storage 162a and displays it on the monitor 11. It
should be noted that a display method including a display position
on the screen is set beforehand in accordance with the kind of the
guidance information as described later (see FIGS. 19 to 24).
[0066] The belonging-shop receiving portion 161d receives shop
identification information corresponding to the terminal
identification information transmitted to the central server 3 by
the game progress controlling section 161a (shop identification
information of a shop where the client terminal unit 1
corresponding to the terminal identification information is
installed) from the central server 3, receives an operation from a
player via the touch panel 11a, and transmits setting instruction
information to the effect that the shop, to which the player
virtually belongs, is set (registered or changed) to a shop where
the client terminal unit 1 being presently played is installed to
the central server 3 (belonging-shop setting section 361a to be
described later).
[0067] The guidance storage 162a is for temporarily saving the
guidance information received by the guidance receiving section
161b. The guidance information saved in the guidance storage 162a
may be erased after being displayed on the monitor 11 by the
guidance displaying section 161c or may be erased after the lapse
of a predetermined period (e.g. one month). In the latter case, the
guidance information is preferably saved while being classified
according to the kind of guidance, etc.
[0068] FIG. 5 is a perspective view showing the external appearance
of one embodiment of the shop server 2. The shop server 2 is
provided with a monitor 21 for displaying a ranking screen to be
described later and the like, a loudspeaker 22 for outputting
sounds, and an individual-card vending machine 25 for selling an
individual card upon receiving coins inserted by a player.
[0069] The monitor 21 has, for example, two CRTs for the purpose of
largely displaying images. The two CRTs are disposed such that
longer sides of a substantially rectangular screen displaying
portions for displaying the respective images abut on each other,
and image signals are so controlled as to display one image on the
two image displaying portions.
[0070] The loudspeaker 22 is for outputting specified messages and
BGMs. The individual-card vending machine 25 includes a coin
receiving portion 24 for receiving coins inserted by the player,
and a card discharging portion 23 for discharging an individual
card. It should be noted that the coin receiving portion 24 is
equipped with a coin outlet (not shown) for discharging a coin if
the inserted coin is a defective coin or the like.
[0071] A control unit 26 (see FIG. 6) comprised of a microcomputer
and the like for receiving detection signals from the respective
devices and outputting control signals to the respective devices is
installed at a specified position of the shop server 2.
[0072] FIG. 6 is a hardware construction diagram showing one
embodiment of the shop server 2. The control unit 26 is for
controlling the overall operation of the shop server 2 and is
provided with an information processor (CPU) 261, a RAM 262 for
temporarily saving information and the like obtained during
processings, and a ROM 263 storing specified image information and
the like.
[0073] An image processor 211 is for causing the monitor 21 to
display a necessary image in accordance with an image displaying
instruction from the control unit 26 and includes a video RAM and
the like. A sound reproducing device 221 is for outputting a
specified message or a BGM in accordance with an instruction from
the control unit 26.
[0074] Some data of various data stored in the ROM 263 that may be
recorded on a detachable recording medium may be made readable by a
driver such as a hard disk drive, an optical disk drive, a flexible
disk drive, a silicon disk drive, or a cassette medium reader. In
such a case, the recording medium is, for example, a hard disk, an
optical disk, a flexible disk, a CD, a DVD or a semiconductor
memory.
[0075] A network communicator 28 is for transmitting and receiving
various data to and from the central server 3 and the other shop
servers 2 via a network such as WWW. An interface la is for
transferring data among a plurality of (e.g. eight) client terminal
units 1 connected with the shop server 2.
[0076] FIG. 7 is a functional construction diagram showing the
control unit 26 of the shop server 2. The RAM 261 of the control
unit 26 is provided with a guidance receiving section 261a for
receiving the guidance information from the central server 3 and a
guidance displaying section 261b for displaying the received
guidance information on the monitor 11. The RAM 262 of the control
unit 26 is provided with a guidance storage 262a for saving the
guidance information.
[0077] The guidance receiving section 261a receives the guidance
information and ranking information from the central server 3 and
saves the received guidance information and the ranking information
in the guidance storage 262a.
[0078] The guidance displaying section 261b reads the guidance
information and the ranking information received by the guidance
receiving section 261a from the guidance storage 262a and causes
the monitor 21 to display them. As described later, the display
method such as the displayed position on the screen is set
beforehand in accordance with the kind of the guidance information
(see, FIGS. 27 to 31).
[0079] The guidance storage 262a is for temporarily saving the
guidance information and the ranking information received by the
guidance receiving section 261a. The guidance information saved in
the guidance storage 262a may be erased after being displayed on
the monitor 21 by the guidance displaying section 261b or may be
erased after the lapse of a predetermined period (e.g. one month).
In the latter case, the guidance information is preferably saved
while being classified according to the kind of guidance, etc.
However, out of pieces of ranking information, previous-month
ranking information to be described later is preferably saved at
least for one month.
[0080] FIG. 8 is a hardware construction diagram showing one
embodiment of the central server 3. A control unit 36 is for
controlling the overall operation of the central server 3, and is
provided with an information processor (CPU) 361, a RAM 362 for
temporarily saving information and the like obtained during
processings, and a ROM 363 storing specified image information and
the like.
[0081] Some data of various data stored in the ROM 363 that may be
recorded on a detachable recording medium may be made readable by a
driver such as a hard disk drive, an optical disk drive, a flexible
disk drive, a silicon disk drive, or a cassette medium reader. In
such a case, the recording medium is, for example, a hard disk, an
optical disk, a flexible disk, a CD, a DVD or a semiconductor
memory.
[0082] A network communicator 38 is for transmitting and receiving
various data to and from a plurality of shop servers 2 via a
network such as WWW (world-wide web). The game progress
administering program of the present invention is stored in the ROM
363 and loaded into the RAM 362 and the game progress administering
program in the RAM 362 is successively executed by the CPU 361 to
realize the respective functions.
[0083] FIG. 9 is a functional construction diagram showing the
control unit 36 of the central server 3. The CPU 361 of the control
unit 36 is provided with the belonging-shop setting section 361a
(corresponding to belonging-shop setting means) for receiving a
shop, to which the player virtually belongs, from the client
terminal unit 1, a gaming evaluating section 361b (corresponding to
gaming evaluating means) for instructing the client terminal unit 1
to execute a game and calculating a result of each player in
accordance with the result of the game, a result tabulating section
361c (corresponding to result tabulating means) for determining a
within-shop ranking by tabulating the results of the players for
each shop, to which the players virtually belong, at every interval
of a specified period, a shop judging section 361d (corresponding
to shop judging means) for judging as to whether or not the shop
where the client terminal unit 1 being played is installed is the
shop to which the player virtually belongs, a restricting condition
judging section 361e (corresponding to restricting condition
judging means) for judging as to whether or not to satisfy a
restricting condition, which is a condition for transmitting the
guidance information to the client terminal unit 1 (or the shop
server 2), a guidance transmitting section 361f (corresponding to
guidance transmitting means) for transmitting the guidance
information to the client terminal unit 1 (or the shop server 2) if
the restricting condition is satisfied, and a ranking transmitting
section 361g (corresponding to ranking transmitting means) for
transmitting the ranking information to the shop server 2.
[0084] The RAM 362 of the control unit 36 includes the player
information storage 362a (corresponding to player information
storage means) for saving player identification information, which
is the identification information of the player, in correspondence
with the shop identification information, which is the
identification information of the shop to which the player
virtually belongs, a terminal information storage 362b
(corresponding to terminal storage means) for saving the terminal
identification information, which is the identification information
of the client terminal unit 1 in accordance with the shop
identification information, which is the identification information
of the client terminal unit 1, and a shop information storage 362c
(corresponding to shop information storage means) for saving the
shop identification information, which is the identification
information of the shop, in correspondence with area identification
information, which is the identification information of an area
where the shop is located.
[0085] When the gaming evaluating section 361b receives the
terminal identification information from the client terminal unit 1
(hereinafter, the client terminal unit 1 received by the gaming
evaluating section 361b is referred to as client terminal unit 1A
to be distinguished from the other client terminal units 1), the
belonging-shop setting section 361a reads the shop identification
information corresponding to the terminal identification
information of the client terminal unit 1A from the terminal
storage 362b, transmits the shop identification information to the
client terminal unit 1A, receives belonging-shop setting
information to the effect of setting to virtually belong to the
shop corresponding to the shop identification information from the
client terminal unit 1A (belonging-shop receiving section 161d),
and saves the shop identification information in the player
information storage 362a in correspondence with the player
identification information of the client terminal unit 1.
[0086] The gaming evaluating section 361b receives the terminal
identification information of the client terminal unit 1A, the
player identification information, a game start signal, which is an
operation signal to the effect of starting the competition game,
from the client terminal unit 1A (game progress controlling section
161a), determines competing terminal units which are other client
terminal units 1 to become competitors (hereinafter, client
terminal units 1B) in accordance with a specified rule (e.g. in the
order of receiving the game start signals), and instructs the
client terminal unit 1A and the client terminal units 1B to execute
the competition game.
[0087] The gaming evaluating section 361b also receives the result
of the competition game from the client terminal unit 1A (game
progress controlling section 161a), calculates a result of each
player in accordance with the result of the competition game, and
saves the calculated results in the player information storage 362a
in correspondence with the player identification information. Here,
the result of each player is calculated as points corresponding to
the score of chips of the mahjong game that is the competition
game.
[0088] Specifically, chips of 20000 points are virtually given to
each player at the start of the game (so-called distributed initial
points are 20000 points), and calculates the score obtained by
subtracting 20000 points from the score of the chips at the end of
the game is calculated as points. For example, +13000
(=33000-20000) points are evaluated if the chips amount to 33000
points at the end of the game, whereas -5000(=15000-20000) points
are evaluated if the chips amount to 15000 points at the end of the
game.
[0089] The result tabulating section 361c calculates accumulated
points by adding up the points evaluated by the gaming evaluating
section 361b, and calculates a within-shop rank order of each
player, a shop rank order that is a nationwide ranking of each shop
and a within-area shop rank order that is a rank order within a
specified area (here, prefecture). Specifically, the result
tabulating section 361c tabulates results (previous-month results)
within a past predetermined period (here, one previous month) set
beforehand, and calculates the within-shop ranking, the shop
ranking, and within-area ranking (previous-month within-shop
rankings, previous-month shop ranking and previous-month
within-area shop rankings, respectively). The result tabulating
section 361c also tabulates results (present-month results) within
a predetermined period up to the present (here, from the first of
the present month to the present) set beforehand, and calculates
the within-shop rankings, the shop ranking, and within-area shop
rankings (present-month within-shop rankings, present-month shop
ranking and present-month within-area shop rankings,
respectively).
[0090] The result tabulating section 361c calculates the
previous-month within-shop rankings, previous-month shop ranking
and previous-month within-area shop rankings at timings set
beforehand (here, the first of each month), and calculates each of
the present-month within-shop rankings, present-month shop ranking
and present-month within-area shop rankings at every interval of a
specified period (e.g. every 30 minutes) set beforehand. The result
tabulating section 361c saves the previous-month within-shop
rankings and the present-month within-shop rankings in the player
information storage 362a in correspondence with the player
identification information, and saves the previous-month shop
ranking and previous-month within-area shop rankings and the
present-month shop ranking and present-month within-area shop
rankings in the shop information storage 362c in correspondence
with the shop identification information.
[0091] The shop judging section 361d reads the shop identification
information corresponding to the terminal identification
information of the client terminal unit 1A from the terminal
information storage 362b, reads the shop identification information
corresponding to the player identification information received by
the gaming evaluating section 361b from the player information
storage 362a, and judges whether or not the read two pieces of shop
identification information coincide with each other. In other
words, the shop judging section 361d judges whether the shop where
the client terminal unit 1A played by the player (playing shop) and
the shop to which the player virtually belongs (belonging shop)
coincide with each other.
[0092] The shop judging section 361d reads the shop identification
information corresponding to the terminal identification
information of the client terminal unit 1A from the terminal
information storage 362b, reads the shop identification information
corresponding to the player identification information received by
the gaming evaluating section 361b from the player information
storage 362a, and judges whether pieces of area identification
information corresponding to the read two pieces of shop
identification information coincide with each other. In other
words, the shop judging section 361d judges whether the area where
the shop having the client terminal unit 1A played by the player is
located (playing area) and the area where the shop, to which the
player virtually belongs, is located (belonging area) coincide with
each other. It should be noted that areas are prefectures here.
[0093] The restricting condition judging section 361e is for
judging whether or not restricting conditions A, B to be described
later and first to third restricting conditions are satisfied.
First, the restricting condition A is the one to the effect that
"the within-shop ranking corresponding to the player identification
information received by the client terminal unit 1A by the gaming
evaluating section 361b is within a first specified rank order
(here, within the tenth place)" and the first restricting condition
is the one to the effect that "pieces of the shop identification
information of the playing shop and the belonging shop are judged
to coincide with each other by the shop judging section 361d and
the restricting condition A is satisfied".
[0094] Further, the restricting condition B is the one to the
effect that "the within-shop ranking of the player corresponding to
the player identification information received by the client
terminal unit 1A by the gaming evaluating section 361b is within
the first specified rank order (here, within the tenth place) and
the shop to which the player corresponding to the player
identification information received from the client terminal unit
1A by the gaming evaluating section 361b belongs is within a
specified second specified rank order (here, the first place)" and
the second restricting condition is the one to the effect that
pieces of the area identification information of the playing shop
and the belonging shop are judged to coincide with each other by
the shop judging section 361d (here, the playing area and the
belonging area coincide with each other) and the restricting
condition B is satisfied".
[0095] Further, the third restricting condition is the one to the
effect that "the within-shop rank order of the player corresponding
to the player identification information received from the client
terminal unit 1A by the gaming evaluating section 361b is within
the first specified rank order (here, within the tenth place) and
the shop rank order of the shop to which the player corresponding
to the player identification information received from the client
terminal unit 1A by the gaming evaluating section 361b virtually
belongs is within a third specified rank order (here, the first
place)".
[0096] The guidance transmitting section 361f is for transmitting
specified guidance information to the client terminal units 1 or
the shop server 2 in accordance with the judgment results on the
restricting conditions A, B and the first to third restricting
conditions by the restricting condition judging section 361e.
[0097] First, in the case where the restricting condition judging
section 361e judged that the third restricting condition is
satisfied, the guidance transmitting section 361f transmits
guidance information including the player identification
information of the player of the client terminal unit 1A, the
within-shop ranking information, the shop identification
information and the shop ranking information (hereinafter,
headquarter guidance information) to the client terminal units 1A'
to display guidance to the effect that the player virtually
belonging to the shop within the third specified rank order (here,
the first place) in the shop ranking and being within the first
specified rank order (herein, within the tenth place) in the
within-shop ranking will start the game on the other client
terminal units 1A' of the shop where the client terminal unit 1A is
installed and the shop server 2A in the shop where the client
terminal unit 1A is installed.
[0098] Further, in the case where the restricting condition judging
section 361e judged that the third restricting condition is
satisfied, when the competing terminal units (client terminal units
1B) are determined by the gaming evaluating section 361b, the
guidance transmitting section 361f transmits guidance information
including the player identification information of the player of
the client terminal unit 1A, the within-shop ranking information,
the shop identification information and the shop ranking
information (i.e., headquarter guidance information) to the client
terminal units 1B to display guidance to the effect that the player
virtually belonging to the shop within the third specified rank
order (here, the first place) in the shop ranking and being within
the first specified rank order (herein, within the tenth place) in
the within-shop ranking was determined as a competitor.
[0099] Subsequently, if no headquarter guidance information was
transmitted, the guidance transmitting section 361f transmits
guidance information including the player identification
information of the player of the client terminal unit 1A, the
within-shop ranking information, the shop identification
information and the shop ranking information and the within-area
shop ranking information (hereinafter, main-shop guidance
information) to the client terminal units 1A' and the shop server
2A to display guidance to the effect that the player virtually
belonging to the shop within the second specified rank order (here,
the first place) in the shop ranking and being within the first
specified rank order (herein, within the tenth place) in the
within-shop ranking will start the game on the other client
terminal units 1A' of the shop where the client terminal unit 1A is
installed and the shop server 2A in the shop where the client
terminal unit 1A is installed, in the case where the restricting
condition judging section 361e judged the second restricting
condition to be satisfied.
[0100] Further, if no headquarter guidance information was
transmitted, the guidance transmitting section 361f transmits
guidance information including the player identification
information of the player of the client terminal unit 1A, the
within-shop ranking information, the shop identification
information and the shop ranking information and the within-area
shop ranking information (i.e., main-shop guidance information) to
the client terminal units 1B to display guidance to the effect that
the player virtually belonging to the shop within the second
specified rank order (here, the first place) in the within-area
shop ranking and being within the first specified rank order
(herein, within the tenth place) in the within-shop ranking was
determined as a competitor on the client terminal units 1B, when
the competing terminal units (client terminal units 1B) are
determined by the gaming evaluating section 361b in the case where
the restricting condition judging section 361e judged the
restricting condition B to be satisfied.
[0101] If neither the headquarter guidance information nor the
main-shop guidance information was transmitted, the guidance
transmitting section 361f transmits guidance information including
the player identification information and the within-shop ranking
information of the player of the client terminal unit 1A
(hereinafter, branch guidance information) to the other client
terminal units 1A' and the shop server 2A in the shop where the
client terminal unit 1A is installed to display guidance to the
effect that the player within the first specified rank order
(herein, within the tenth place) in the within-shop ranking will
start the game on the other client terminal units 1A' and the shop
server 2A, in the case where the restricting condition judging
section 361e judged the first restricting condition to be
satisfied.
[0102] Further, if neither the headquarter guidance information nor
the main-shop guidance information was transmitted, the guidance
transmitting section 361f transmits guidance information including
the player identification information and the within-shop ranking
information of the player of the client terminal unit 1A
(hereinafter, branch guidance information) to the client terminal
units 1B to display guidance to the effect that the player within
the first specified rank order (herein, within the tenth place) in
the within-shop ranking was determined as a competitor on the
client terminal units 1B, when the competing terminal units (client
terminal units 1B) are determined by the gaming evaluating section
361b in the case where the restricting condition judging section
361e judged the restricting condition A to be satisfied.
[0103] In the case of transmitting the guidance information to the
client terminal units 1A' and the shop server 2A, the guidance
transmitting section 361f transmits the guidance information while
adding an interrupt signal thereto in order to make an interrupt
display on the client terminal units 1A' and the shop server
2A.
[0104] The ranking transmitting section 361g reads the shop
identification information and the shop ranking information from
the shop information storage 362c, generates shop ranking
information by sorting pieces of the shop ranking information
according to the shop rank orders, and transmits the shop ranking
information to the shop servers 2.
[0105] The ranking transmitting section 361g reads the shop
identification information, the area identification information and
the within-area shop ranking information from the shop information
storage 362c, generates within-area shop ranking information
(concerning shops having the same area identification information)
for each area by sorting pieces of within-shop ranking information
according to the within-area rank orders, and transmits the
within-area shop ranking information for each area to the shop
servers 2 of the shops having the corresponding area identification
information.
[0106] The ranking transmitting section 361g reads the player
identification information, the within-shop ranking information and
the shop identification information from the player information
storage 362a, generates within-shop ranking information (concerning
players having the same shop identification information) for each
shop by sorting pieces of within-shop ranking information according
to the within-shop rank orders, and transmits the within-shop
ranking information of each shop to the shop server 2 of the shop
having the corresponding shop identification information.
[0107] The player information storage 362a is for saving the shop
identification information of the shop to which each player
virtually belongs in correspondence with the player identification
information, the accumulated points calculated by the result
tabulating section 361c, the within-shop ranking information and
point information corresponding to past gaming date information
obtained by the gaming evaluating section 361b.
[0108] The terminal information storage 362b is for storing the
shop identification information in correspondence with the terminal
identification information that is the identification information
of the client terminal units 1. Here, it is assumed that the shop
identification information is stored beforehand in the terminal
information storage 362b in correspondence with the terminal
identification information. The shop information storage 362c is
for storing the within-area shop ranking information and the shop
ranking information obtained by the result tabulating section 361c
in correspondence with the shop identification information.
[0109] FIG. 10 is a flow chart outlining the operation of the
central server 3. First, a result tabulation processing to be
described with reference to FIG. 11 is carried out by the result
tabulating section 361c (Step S101). Then, the belonging shop
setting section 361a judges whether or not the player
identification information (player ID) and the terminal
identification information (terminal ID) have been received from
the client terminal unit 1A (Step S103). If these pieces of
information are judged not to have been received (NO in Step S103),
this routine enters a standby state. If these pieces of information
are judged to have been received (YES in Step S103), the
belonging-shop setting section 361a judges whether or not an
instruction signal to the effect of setting the belonging shop has
been received from the client terminal unit 1A (Step S105).
[0110] This routine proceeds to Step Sill if no instruction signal
has been received (NO in Step S105). The belonging-shop setting
section 361a reads the shop ID corresponding to the terminal ID
received in Step S103 from the terminal information storage 362b
and replaces the shop ID stored in the player information storage
362a by the read shop IF (Step S107) if the instruction signal has
been received (YES in Step S105). Then, the accumulated points
saved in the player information storage 362a are initialized to "0"
(Step S109).
[0111] If the judgment result in Step S105 is negative or if the
processing in Step S109 is completed, a shop ranking guidance
processing to be described later with reference to FIG. 12 is
carried out (Step S111). Then, a within-area shop ranking guidance
processing to be described later with reference to FIG. 13 is
carried out (Step S113), and a within-shop ranking guidance
processing to be described with reference to FIG. 14 is carried out
(Step S115). Thereafter, this routine returns to Step S101 to
repeat the processings of Step S101 to Step S115.
[0112] FIG. 11 is a detailed flow chart showing the result
tabulation processing carried out in Step S101 of the flow chart
shown in FIG. 10. It should be noted that the following operations
are all carried out by the result tabulating section 361c. First,
it is judged whether or not a predetermined time (here, 30 minutes)
has lapsed after operations in Steps S203 to S211 were carried out
last time (Step S201). If it is judged that 30 minutes have not yet
lapsed (NO in Step S201), this subroutine returns. If it is judged
that 30 minutes have lapsed (YES in Step S201), the accumulated
points of the respective players are compared to obtain player rank
orders (Step S203).
[0113] Out of the players virtually belonging to the shop, the
within-shop ranking is determined in the descending order of the
player rank orders obtained in Step S203 for each shop (with
reference to the shop IDs of the players saved in the player
information storage 362a), and are saved in the player information
storage 362a in correspondence with the player IDs (Step S205).
Subsequently, the accumulated points of the players within the
tenth place in the within-shop ranking are added to obtain shop
points for each shop (Step S207).
[0114] Subsequently, the shop ranking is determined in the
descending order of the shop points obtained in Step S207 and saved
in the shop information storage 362c in correspondence with the
shop IDs (Step S209). Then, the within-area shop ranking is
determined in the descending order of the shop points for each area
(with reference to the area identification information of the shops
saved in the shop information storage 362c) and saved in the shop
information storage 362c in correspondence with the shop IDs (Step
S211).
[0115] Then, present date information is read from a clock (not
shown in FIG. 8) built in the control unit 36 to judge whether or
not month has changed (Step S213). This subroutine returns if the
month is judged not to have been changed (NO in Step S213). If the
month is judged to have been changed, previous-month rank orders
and previous-month cumulative points, which are results of the
previous month are rewritten by the respective players'
present-month rank orders and present-month cumulative points,
which are results of the present month, saved in the player
information storage 362a, and previous-month rank orders and
previous-month within-area shop rank orders of the respective shops
saved in the shop information storage 362c are rewritten by
present-month rank orders and present-month within-area shop rank
orders of the respective shops (Step S215). Then, present-month
cumulative point data of the respective players are initialized to
"0" (Step S217) and this subroutine returns.
[0116] FIG. 12 is a detailed flow chart showing a ranking guidance
processing carried out in Step S111 of the flow chart shown in FIG.
10. First, the restricting condition judging section 361e reads the
shop ID corresponding to the player ID from the player information
storage 362a (Step S301). Then, the restricting condition judging
section 361e reads the shop rank order corresponding to the shop ID
from the shop information storage 362c (Step S303). Subsequently,
the restricting condition judging section 361e judges whether or
not the shop rank order is the first place (Step S305).
[0117] If the shop rank order is judged not to be the first place
(NO in Step S305), this subroutine returns. If the shop rank order
is judged to be the first place (YES in Step S305), the restricting
condition judging section 361e reads the within-shop rank order
corresponding to the player ID from the player information storage
(Step S307). Then, the restricting condition judging section 361e
judges whether or not the within-shop rank order is within the
tenth place (first place to tenth place) (Step S309).
[0118] If the within-shop rank order is judged not to be within the
tenth place (eleventh place or lower) (NO in Step S309), this
subroutine returns. If the within-shop rank order is judged to be
within the tenth place (YES in Step S309), the guidance
transmitting section 361f transmits the player ID, the within-shop
rank order, the shop ID and the shop rank order (first place) to
the other terminal units (client terminal units 1A') within the
shop while adding an interrupt signal thereto (Step S311). The
guidance transmitting section 361f transmits the player ID, the
within-shop rank order, the shop ID and the shop rank order (first
place) (i.e. headquarter guidance information) to the shop server
2A in the shop while having an interrupt signal added thereto (Step
S315).
[0119] Subsequently, the restricting condition judging section 361e
judges whether the gaming evaluating section 361b has determined
the client terminal units 1B to become competitors (Step S317). If
the client terminal units 1B are judged not to have been determined
(NO in Step S317), this subroutine enters s standby state. If the
client terminal units 1B are judged to have been determined (YES in
Step S317), the guidance transmitting section 361f transmits the
player ID, the within-shop rank order, the shop ID and the shop
rank order (first place) (i.e. headquarter guidance information) to
the client terminal units 1B (Step S319), and this subroutine
returns to Step S101 of the flow chart shown in FIG. 10 to carry
out the processings of Step S101 and the succeeding steps.
[0120] FIG. 13 is a detailed flow chart showing the within-area
ranking guidance processing carried out in Step S113 of the flow
chart shown in FIG. 10. First, the shop judging section 361d reads
the shop ID corresponding to the player ID from the player
information storage 362a (Step S401) and reads the area ID
corresponding to the read shop ID from the shop information storage
362c (Step S403). Subsequently, the restricting condition judging
section 361e reads the within-area shop rank order corresponding to
the shop ID read in Step S403 from the shop information storage
362c (Step S410). Then, the shop judging section 361d reads the
shop ID corresponding to the terminal ID from the terminal
information storage 362b (Step S405), and reads the area ID
corresponding to the read shop ID from the shop information storage
362c (Step S407).
[0121] Subsequently, the shop judging section 361d judges whether
or not the area ID read in Step S403 and the area ID read in Step
S407 coincide with each other (Step S409) If these area IDs are
judged not to coincide (NO in Step S409), this subroutine returns.
If these area IDs are judged to coincide (YES in Step S409),
whether or not the within-area shop rank order read in Step S404 is
the first place is judged (Step S410). If the within-area shop rank
order is judged not to be the first place (second place or lower)
(NO in Step S410), this subroutine returns.
[0122] If the within-area shop rank order is judged to be the first
place (YES in Step S410), the restricting condition judging section
361e reads the within-shop rank order corresponding to the player
ID from the player information storage 362a (Step S411). Then, the
restricting condition judging section 361e judges whether or not
the within-shop rank order is within the tenth place (first place
to tenth place) (Step S413).
[0123] If the within-shop rank order is judged not to be within the
tenth place (eleventh place or lower) (NO in Step S413), this
subroutine returns. If the within-shop rank order is judged to be
within the tenth place (YES in Step S413), the guidance
transmitting section 361f transmits the player ID, the within-shop
rank order, the shop ID and the within-area shop rank order to the
other terminal units in the shop (client terminal units 1A') while
adding an interrupt signal thereto (Step S415). Then, the guidance
transmitting section 361f transmits the player ID, the within-shop
rank order, the shop ID and the within-area shop rank order (first
place) (i.e. main-shop guidance information) to the shop sever 2A
in the shop while adding an interrupt signal thereto (Step
S417).
[0124] Subsequently, the restricting condition judging section 361e
judges whether or not the gaming evaluating section 361b has
determined the client terminal units 1B to become competitors (Step
S419). If the client terminal units 1B are judged not to have been
determined (NO in Step S419), this subroutine enters s standby
state. If the client terminal units 1B are judged to have been
determined (YES in Step S419), the guidance transmitting section
361f transmits the player ID, the within-shop rank order, the shop
ID and the within-area shop rank order (first place) (i.e.
main-shop guidance information) to the client terminal units 1B
(Step S412), and this subroutine returns to Step S101 of the flow
chart shown in FIG. 10 to carry out the processings of Step S101
and the succeeding steps.
[0125] FIG. 14 is a detailed flow chart showing the within-ranking
guidance process carried out in Step S115 of the flow chart shown
in FIG. 10. First, the shop judging section 361d reads the shop ID
corresponding to the player ID from the player information storage
362a (Step S501) and reads the shop ID corresponding to the
terminal ID from the terminal information storage 362b (Step S503).
Then, the shop judging section 361d judges whether or not the shop
ID read in Step S501 and the shop ID read in Step S503 coincide
with each other (Step S505).
[0126] If these shop IDs are judged not to coincide (NO in Step
S505), this subroutine returns. If these shop IDs are judged to
coincide (YES in Step S505), the restricting condition judging
section 361e reads the within-shop rank order corresponding to the
player ID is read from the player information storage 362a (Step
S507). Then, the restricting condition judging section 361e judges
whether or not the within-shop rank order is within the tenth place
(first place to tenth place) (Step S509).
[0127] If the within-shop rank order is judged not to be within the
tenth place (eleventh place or lower) (NO in Step S509), this
subroutine returns. If the within-shop rank order is judged to be
within the tenth place (YES in Step S509), the guidance
transmitting section 361f transmits the player ID and the
within-shop rank order to the other terminal units in the shop
(client terminal units 1A') while adding an interrupt signal
thereto (Step S511). Then, the guidance transmitting section 361f
transmits the player ID and the within-shop rank order (i.e. branch
guidance information) to the shop sever 2A in the shop while adding
an interrupt signal thereto (Step S513).
[0128] Subsequently, the restricting condition judging section 361e
judges whether or not the gaming evaluating section 361b has
determined the client terminal units 1B to become competitors (Step
S515). If the client terminal units 1B are judged not to have been
determined (NO in Step S515), this subroutine enters s standby
state. If the client terminal units 1B are judged to have been
determined (YES in Step S515), the guidance transmitting section
361f transmits the player ID and the within-shop rank order (i.e.
branch guidance information) to the client terminal units 1B (Step
S517), and this subroutine returns to Step S101 of the flow chart
shown in FIG. 10 to carry out the processings of Step S101 and the
succeeding steps.
[0129] FIGS. 15 and 16 are a flow chart showing the operation of
the client terminal unit 1. Unless otherwise specified, the
following process is carried out by the game progress controlling
section 161a. First, the individual information such as the player
ID (user ID) data is read from the inserted individual card by the
card reader 13 (Step S601), and the player ID and the terminal ID
assigned to the client terminal unit 1 are transmitted to the
central server 3 (Step S603). Then, the belonging-shop receiving
section 161d obtains the shop IDs corresponding to the player ID
and the terminal ID from the central server 3 (Step S605).
[0130] Subsequently, the belonging-shop receiving section 161d
judges whether or not the belonging shop ID, which is the shop ID
corresponding to the player ID, is present (stored in the player
information storage 362a of the central server 3) (Step S607). If
the belonging shop ID is judged to be absent (NO in Step S607), the
belonging-shop receiving section 161d judges whether or not the
belonging shop ID is set to the shop ID corresponding to the
terminal ID through an operation of the player by means of the
touch panel 11a (Step S609). If it is judged not to set the
belonging shop ID to the shop ID (NO in Step S609), this subroutine
proceeds to Step S619. If it is judged to set the belonging shop ID
to the shop ID (YES in Step S609), an instruction signal to the
effect of setting the belonging shop ID to the shop ID
corresponding to the terminal ID is transmitted to the central
server 3 (Step S611) and this subroutine proceeds to Step S619.
[0131] If the judgment result in Step S607 is affirmative, the
belonging-shop receiving section 161d judges whether or not the
shop IDs corresponding to the player ID and the terminal ID
coincide with each other (Step S613). If these shop IDs are judged
to coincide (YES in Step S613), this subroutine proceeds to Step
S619. If these shop IDs are judged not to coincide (NO in Step
S613), the belonging-shop receiving section 161d judges whether or
not the belonging shop ID is set to the shop ID corresponding to
the terminal ID through an operation of the player by means of the
touch panel 11a (Step S615). If it is judged not to set the
belonging shop ID to the shop ID (NO in Step S615), this subroutine
proceeds to Step S619. If it is judged to set the belonging shop ID
to the shop ID (YES in Step S615), an instruction signal to the
effect of setting the belonging shop ID to the shop ID
corresponding to the terminal ID is transmitted to the central
server 3 (Step S617) and this subroutine proceeds to Step S619.
[0132] If the judgment result in Step S609 is negative, the one in
Step S613 is affirmative or the one in Step S615 is negative or if
the operation in Step S611 or S617 is completed, the belonging-shop
receiving section 161d judges whether or not the belonging shop ID,
which is the shop ID corresponding to the player ID, is present
(stored in the player information storage 362a of the central
server 3) (Step S619). If the belonging shop ID is judged to be
absent (NO in Step S619), this subroutine proceeds to Step S631. If
the belonging shop ID is judged to be present (YES in Step S619), a
past gaming date is obtained from the player information storage
362a and whether or not the game to be played this time is the
first game in the present month (the last playing date and the
playing date this time are in different months) is judged using the
last gaming date and the present date (Step S621).
[0133] If the game to be played this time is judged not to be the
first one in the present month (NO in Step S621), this subroutine
proceeds to Step S625. If it is judged to be the first one in the
present month (YES in Step S621), the shop rank order, the
within-area shop rank order and the within-shop rank order of the
previous month are obtained from the central server 3 and displayed
on the monitor 11 (Step S623) (see FIGS. 19 and 20). If the
judgment result in Step S621 is negative or if the operation in
Step S623 is completed, the within-shop rank order of the previous
month is obtained from the central server 3 (Step S625) and
judgment is made as to whether or not the within-shop rank order of
the previous month is within the tenth place (Step S627). If the
within-shop rank order is judged not to be within the tenth place
(eleventh place or lower) (NO in Step S627), this subroutine
proceeds to Step S631. If the within-shop rank order is judged to
be within the tenth place (YES in Step S627), a VIP treatment
screen is displayed on the monitor 11 to honor the within-shop rank
order of the tenth place or higher (Step S629).
[0134] If the judgment result in Step S619 is negative or the one
in Step S627 is negative or the operation in Step S629 is
completed, participation in the competition game is received
through an operation of the player by means of the touch panel 11a
and information to the effect that the player is participating is
transmitted to the central server 3 (Step S631). Then, whether or
not information to the effect that competitors were determined has
been received from the central server 3 is judged (Step S633). If
the information to the effect that the competitors were determined
has not been received (NO in Step S633), this subroutine enters a
standby state. If the information to the effect that the
competitors were determined has been received (YES in Step S633),
the guidance receiving section 161b judges whether or not
instruction information instructing the guidance display concerning
the competitors has been received from the central server 3 (Step
S635).
[0135] If the instruction information instructing the guidance
display has not been received (NO in Step S635), this subroutine
proceeds to Step S639. If the instruction information instructing
the guidance display has been received (YES in Step S635), the
guidance displaying section 161c causes guidance concerning the
competitors to be displayed (Step S637). If the judgment result in
Step S635 is negative or the operation in Step S637 is completed,
the competition game is conducted (Step S639). Then, whether or not
the competition game has been ended is judged (Step S641). If the
competition game is judged not to have been ended (NO in Step
S641), this subroutine returns to Step S639 to continue the
competition game.
[0136] If the competition game is judged to have been ended (YES in
Step S641), whether or not the belonging shop. ID, which is the
shop ID corresponding to the player ID, is present is judged (Step
S643). If the belonging shop ID is judged to be absent (NO in Step
S643), this subroutine proceeds to Step S649. If the belonging shop
ID is judged to be present (YES in Step S643), points corresponding
to the game result are transmitted to the central server 3 (Step
S645) and accumulated points after the update are received from the
central server 3 and displayed on the monitor 11 (Step S647). If
the judgment result in Step S643 is negative or the operation in
Step S647 is completed, judgment is made as to whether or not to
continue to play through an operation of the player by means of the
touch panel 11a (Step S649). If it is judged to continue to play
(YES in Step S649), this subroutine returns to Step S631 to repeat
the operations in Steps S631 to S647. If it is judged not to
continue to play (NO in Step S649), this subroutine is ended.
[0137] FIG. 17 is one example of the guidance display processing
that occurs in response to an interrupt signal in the client
terminal unit 1. First, the guidance receiving section 161b judges
whether or not any guidance information has been received (Step
S701). If no guidance information is judged to have been received
(NO in Step S701), this routine enters a standby state. If the
guidance information is judged to have been received (YES in Step
S701), the guidance displaying section 161c judges whether or not
the guidance information received in Step S701 is the guidance
information by the within-ranking guidance processing shown in FIG.
12 (=branch guidance information) (Step S703).
[0138] If it is judged to be the branch guidance information (YES
in Step S703), the guidance displaying section 161c causes the
player ID and the within-shop rank order to be displayed as
guidance (Step S705) and this routine returns. If it is judged not
to be the branch guidance information (NO in Step S703), the
guidance displaying section 161c judges whether or not the guidance
information received in Step S701 is the guidance information by
the within-area ranking guidance processing shown in FIG. 13
(=main-shop guidance information) (Step S707).
[0139] If it is judged to be the main-shop guidance information
(YES in Step S707), the guidance displaying section 161c causes the
player ID, the within-shop rank order, the shop ID and the
within-area shop rank order (first place) to be displayed as
guidance (Step S709) and this routine returns. If it is judged not
to be the main-shop guidance information (i.e. headquarter guidance
information) (NO in Step S707), the guidance displaying section
161c causes the player ID, the within-shop rank order, the shop ID
and the shop rank order (first place) to be displayed as guidance
(Step S711) and this routine returns.
[0140] FIGS. 18 to 25 are examples of diagrams showing various
screens displayed on the monitors 11 of the client terminal units
1. FIG. 18 is one example of the diagram showing a belonging-shop
setting screen displayed in Steps S611 and S615 of the flow chart
shown in FIG. 15. On a belonging-shop setting screen 600 are
displayed a point describing portion 601 arranged substantially in
the center and adapted to display a descriptive text concerning
points, a shop displaying portion 602 arranged below the point
describing portion 601 and adapted to display the area ID and the
shop ID, a YES button 603 to be pressed down in the case of setting
the shop displayed in the shop displaying portion 602 to the
belonging shop, and a NO button 604 to be pressed down in the case
of not setting the shop displayed in the shop displaying portion
602 to the belonging shop.
[0141] Since "Hyogo Main Office, ABC Game Center" is displayed in
the shop displaying portion 602, the area ID of this shop is "Hyogo
Prefecture", the shop ID is "ABC Game Center" and "Main Office" is
displayed, it can be known that this shop is in the first place
among those within the area. The player can set this shop to the
belonging shop by confirming the area ID and the shop ID of the
shop where the client terminal unit 1 he is presently playing is
installed and pressing the YES button 603 down in the case of
wishing to set this shop to the belonging shop.
[0142] FIG. 19 is a diagram showing a belonging-shop result display
screen displayed in Step S623 of the flow chart shown in FIG. 16.
On a belonging-shop result display screen 610 are displayed a title
displaying portion 614 arranged at an upper part and adapted to
show the display of the shop result of the previous month, a
main-shop displaying portion 611 arranged substantially in the
center of the screen and adapted to show that the within-area shop
rank order was the first place, a shop result describing portion
612 arranged below the main-shop displaying portion 611 and adapted
to display the detailed information of the shop result of the
previous month, and a shop rank-order displaying portion 613
arranged below the shop result describing portion 612 and adapted
to display the shop rank order and the within-area rank order of
the previous month.
[0143] In the main-shop displaying portion 611 are displayed "ABC
Game Center became `Hyogo Main Office`", from which it can be known
that the previous month's within-area rank order of the "ABC Game
Center", which is the belonging shop of the player, was the first
place. In the shop rank-order displaying portion 613 is displayed,
"1.sup.st Place/123 shops" is displayed in the row of "Within
Prefecture", from which it can be known that the previous month's
within-area shop rank order of this shop (ABC Game Center) was the
first place. Further, "2.sup.nd Place/1234 shops" is displayed in
the row of "Nationwide", from which it can be known that the
previous month's shop rank order of this shop was the second place
among 1234 shops nationwide. It should be noted that information
such as the previous month's shop accumulated points is displayed
in the shop result describing portion 612.
[0144] FIG. 20 is a diagram showing a within-shop result display
screen displayed in Step S623 of the flow chart shown in FIG. 16.
On a within-shop result display screen 620 are displayed a title
displaying portion 621 arranged at an upper part and adapted to
show the display of the within-shop result of the previous month, a
within-shop result displaying portion 622 arranged substantially in
the center of the screen and adapted to show that the within-shop
rank order was the first place, and a description displaying
portion 623 arranged below the within-shop displaying portion 622
and adapted to display description concerning the within-shop
result. In the within-shop result displaying portion 622 is
displayed "You Became First Place in ABC Game Center", from which
it can be known that the previous month's within-shop rank order of
the player is the first place.
[0145] FIG. 21 is a diagram showing a VIP display screen displayed
in Step S629 of the flow chart shown in FIG. 16. A player
information displaying portion 631 for displaying the player
information is displayed substantially in the center of a VIP
display screen 630. In the player information displaying portion
631 are displayed a shop ID displaying part 631a for displaying the
shop ID of the belonging shop of the player, a within-shop rank
order displaying part 631b for displaying the within-shop rank
order of the player, and a player ID displaying part 631c for
displaying the player ID of the player.
[0146] In the shop ID displaying part 631a is displayed "ABC Game
Center", from which it can be known that the shop ID of the
belonging shop of the player is "ABC Game Center". In the
within-shop rank order displaying part 631b is displayed
"Within-Shop No. 1 Mahjong Player", from which it can be known that
the previous month's within-shop rank order of the player was the
first place. Further, "Mr. Taro" is displayed in the player ID
displaying part 631c, from which it can be known that the player ID
of this player is "Taro". Since this screen is displayed only to
the players whose within-shop rank orders are within the tenth
place, the players' interest in the within-shop ranking is
increased and the gambling spirit of the players within the tenth
place in the within-shop ranking is urged by displaying this
screen.
[0147] FIG. 22 is a diagram showing a participation receiving
screen displayed in Step S631 of the flow chart shown in FIG. 16.
On a participation receiving screen 640 are displayed game
selection buttons 641 arranged at the left side to be operated to
select a game, and a result displaying portion 642 arranged at a
lower right part and adapted to display the present month's result
of the player up to the present. In the result displaying portion
642 are displayed a rank-order displaying part 642a for displaying
the rank order (nationwide rank order) of the player, a within-shop
rank-order displaying part 642b for displaying the present month's
within-shop rank order of the player, and a better player
displaying part 642c for displaying the player IDs of three players
above the player in the within-shop ranking.
[0148] The player can select a desired game by pressing down any
one of the game selection buttons 641. In the rank order displaying
part 642a is displayed "100.sup.th Place Nationwide", from which it
can be known that the present month's nationwide rank order of the
player is the 100.sup.th place. Further, "10.sup.th Place within
Shop" is displayed in the within-shop rank-order displaying part
642b, from which it can be known that the present month's
within-shop rank order of the player is the 10.sup.th place. In
addition, the player IDs of three players having rank orders
(7.sup.th to 9.sup.th places) above the present month's rank order
(10.sup.th place) of the player are displayed in the better player
displaying part 642c, whereby the player can confirm the player IDs
of the competitors within the shop.
[0149] FIG. 23 is a diagram showing a competitor display screen
displayed in Step S637 of the flow chart shown in FIG. 16. On a
competitor display screen 650 are displayed a player information
displaying portion 651 arranged at a lower part and adapted to
display the player information such as the player ID of the player,
a guidance displaying portion 652 arranged at the right side and
adapted to display the guidance information of the player at the
right side (shimocha) of the player, and competitor displaying
portions 653 arranged at the upper and left sides and adapted to
display the player IDs and the like player information of the
players at the opposite side (toimen) and at the left side
(kamicha).
[0150] In the player information displaying portion 651 is
displayed "Taro", from which it can be known that the player ID is
"Taro". In the guidance displaying portion 652 is displayed
"Headquarter No. 1 Mahjong Player", from which it can be known that
a player who belongs to the shop being the first place in the shop
ranking and is the first place in the within-shop ranking was
determined as a competitor. Further, the competitors other than the
one displayed in the guidance displaying portion 652 can be
confirmed by the information displaying portion 653.
[0151] FIG. 24 is a diagram showing a competition screen displayed
in Step S639 of the flow chart shown in FIG. 16. At the bottom of a
competition screen 660 are displayed a Reach button PBB to be
pressed in the case of calling "Reach", a Chi button PBC to be
pressed down in the case of calling "Chi", a Pon button PBD to be
pressed in the case of calling "Pon", a Kong button PBE to be
pressed in the case of calling "Kong", a completion button PBF to
be pressed in the case of declaring the completion of a wining
hand, an advance button PBG to be pressed in the case of advancing
to the next wind, and a call changing button PBH to be pressed in
the case of changing the selection as to whether any call is to be
made to the discarded tiles of the other players.
[0152] Further, hand objects 661 representing the hand of the
player are displayed in a standing manner at the bottom side of the
competition screen 660, and competitor's hand objects 663
representing the hands of the competitors are displayed in a
standing manner at the upper, left and right sides of the
competition screen 660. Further, a wall object 664 representing a
wall including a "Dora" tile is displayed substantially in the
center of the competition screen 660, and discarded-tile objects
662 representing the discarded tiles are displayed around the wall
object 664. Since kind displaying surfaces representing the kinds
of the hand objects 661 are faced toward a camera viewpoint, the
player can confirm the kinds of the hand object 661 upon seeing the
competition screen 660. For example, the kind of the second hand
object from the left is "Character tile 5".
[0153] Further, player ID displaying portions NP for displaying the
player IDs of the respective players are displayed between the wall
object 664 and the discarded-tile objects 662 on the competition
660, and a wind mark PRM showing the prevailing wind is displayed
below the player ID displaying portion NP of the competitor at the
right side (shimocha). It can be, for example, known from the
player ID displaying portions NP that the player ID of the player
is "Suzakuoh" and that of the competitor at the left side of the
player is "Nanachan". It can be also known that the prevailing wind
is east upon seeing a character "East" written in the wind mark
PRM.
[0154] In addition, a guidance displaying portion 665 for
displaying the guidance information is displayed at the top part of
the competition screen 660. In the guidance displaying portion 665
is displayed "Mr. Taro, Within-Shop No. 1 Player, Has Come", from
which it can be known that the player who belongs to this shop and
is the first place in the within-shop ranking (player whose player
ID is "Taro") started playing by means of another client terminal
unit 1 of the shop where the client terminal unit 1 the player
(player whose player ID is "Suzakuoh") is currently playing is
installed.
[0155] FIG. 25 is a diagram showing a competition result display
screen displayed in Step S647 of the flow chart shown in FIG. 16.
On a competition result display screen 670 are displayed a player
information displaying portion 671 arranged at the bottom side and
adapted to display the player ID, the scope of chips, and the like
of the player, competitor displaying portions 672 arranged at the
right, upper and left sides and adapted to display the player IDs
and the scope of chips of the players at the right side (shimocha),
at the upper side (toimen), and the left side (kamicha), and an
accumulated-point displaying portion 673 arranged at the bottom
side and adapted to display accumulated points reflecting the
competition result of the player.
[0156] Further, a player ID displaying part 671a for displaying the
player ID of the player, a score displaying part 671b for
displaying the score of chips as a result of the competition, and a
point displaying part 671c for displaying points obtained from the
score of chips are displayed in the player information displaying
portion 671. "33000" is displayed in the score displaying part
671b, from which it can be known that the score of chips as a
result of the competition is 33000 points. Further, "+13000" is
displayed in the point displaying part 671c, from which it can be
known that the points obtained as a result of the competition were
+13000 (=33000-20000). Furthermore, "136000 p (7.sup.th place
within the shop)" is displayed in the accumulated point displaying
portion 673, from which it can be known that the accumulated points
of the player became 136000 P and the within-shop rank order of the
player became the 7.sup.th place.
[0157] FIG. 26 is a flow chart showing the operation of the shop
server 2. First, the guidance receiving section 261a reads the
current date information from a clock (not shown in FIG. 6) built
in the control unit 26 and judges whether or not today is the first
day of the month (Step S801). If today is judged not to be the
first day of the month (NO in Step S801), this routine proceeds to
Step S805. If today is judged to be the first day of the month (YES
in Step S801), the guidance receiving section 261a obtains the
within-shop ranking information, the shop ranking information and
the within-area shop ranking information of the previous month
(i.e. previous-month ranking information) from the center server 3
(Step S803).
[0158] If the judgment result in Step S801 is negative or if the
operation in Step S803 is completed, the guidance receiving section
261a obtains the within-shop ranking information, the shop ranking
information and the within-area shop ranking information of the
present month (i.e. present-month ranking information) from the
center server 3 (Step S805). Then, the guidance displaying section
261b causes the within-shop ranking information of the present
month (i.e. present-month within-shop ranking information) to be
displayed (Step S809) after a predetermined time (e.g. three
minutes) after causing the within-shop ranking information of the
previous month (i.e. previous-month within-shop ranking
information) to be displayed (Step S807).
[0159] Subsequently, the guidance displaying section 261b causes
the within-area shop ranking information of the present month (i.e.
present-month within-area shop ranking information) to be displayed
(Step S813) after a predetermined time (e.g. three minutes) after
causing the within-area shop ranking information of the previous
month (i.e. previous-month within-area shop ranking information) to
be displayed (Step S811). Then, the guidance displaying section
261b causes the shop ranking information of the present month (i.e.
present-month shop ranking information) to be displayed (Step S817)
after a predetermined time (e.g. three minutes) after causing the
shop ranking information of the previous month (i.e. previous-month
shop ranking information) to be displayed (Step S815).
[0160] Subsequently, the guidance receiving section 261a judges
whether or not a period of thirty minutes or longer has lapsed
after the operation in Step S805 was carried out (Step S819). If
the period of thirty minutes or longer is judged not to have lapsed
(NO in Step S819), this routine returns to Step S807 and the
operations in Step S807 to S817 are repeated. If the period of
thirty minutes or longer is judged to have lapsed (YES in Step
S819), this routine returns to Step S805 and the operations in Step
S805 to S817 are repeated.
[0161] FIGS. 27 to 31 are examples of diagrams showing various
screens displayed on the monitor 21 of the shop server 2. FIG. 27
is a diagram showing a present-month within-shop ranking screen
displayed in Step S807 of the flow chart shown in FIG. 26. On a
present-month within-shop ranking screen 700 are displayed a
ranking displaying portion 701 arranged substantially in the center
and adapted to display the present-month within-shop ranking and
terminal information displaying portions 702 arranged at the upper
and bottom sides and adapted to display the information of the
client terminal units 1 (here, eight) in the shop where the shop
server 2 is installed.
[0162] A ranking displaying part 701a for displaying the
within-shop ranking in the descending order toward the bottom, an
ID displaying part 701b for displaying the player IDs, and a point
displaying part 701c for displaying accumulated points are
displayed in the ranking displaying portion 701 in this order from
the left side of the screen. For example, it can be known that the
player ID of the player who is the first place in the within-shop
ranking is "Taro" and his accumulated points are "123000 P". In
other words, the player IDs, the accumulated points and the like
can be confirmed for each within-shop rank order by seeing the
information displayed in the ranking displaying portion 701.
[0163] FIG. 28 is a diagram showing a present-month within-shop
ranking screen displayed in Step S809 of the flow chart shown in
FIG. 26. On a present-month within-shop ranking screen 710 are
displayed a ranking displaying portion 711 arranged substantially
in the center and adapted to display the present-month within-shop
ranking, and terminal information displaying portions 712 arranged
at the upper and bottom sides and adapted to display the
information of the client terminal units 1 (here, eight) in the
shop where the shop server 2 is installed.
[0164] A ranking displaying part 711a for displaying the
within-shop ranking in the descending order toward the bottom, an
ID displaying part 711b for displaying the player IDs, a
previous-month ranking displaying part 711c for displaying the
within-shop rank order of the previous month if the previous-month
within-shop rank order of the player was within the tenth place,
and a point displaying part 711d for displaying the accumulated
points up the present time are displayed in the ranking displaying
portion 711 in this order from the left side of the screen. For
example, it can be known that the player ID of the player who is
the tenth place in the within-shop ranking is "Taro", his
accumulated points are "11000 P" and he was the first place in the
within-shop ranking last month. In other words, the player ID, the
accumulated points, the previous-month within-shop rank order and
the like can be confirmed for each within-shop rank order by seeing
the information displayed in the ranking displaying portion
711.
[0165] FIG. 29 is a diagram showing a previous-month shop ranking
screen displayed in Step S815 of the flow chart shown in FIG. 26.
On a previous-month shop ranking screen 720 are displayed a ranking
displaying portion 721 arranged substantially in the center and
adapted to display the previous-month shop ranking, and terminal
information displaying portions 722 arranged at the upper and
bottom sides and adapted to display the information of the client
terminal units 1 (here, eight) in the shop where the shop server 2
is installed.
[0166] A ranking displaying part 721a for displaying the shop
ranking in the descending order toward the bottom, an area
displaying part 721b for displaying the area IDs (names of
prefectures) of the locations of the shops, an ID displaying part
721c for displaying the shop IDs, and a point displaying part 721d
for displaying the accumulated points of the shops are displayed in
the ranking displaying portion 721 in this order from the left side
of the screen. For example, it can be known that the shop ID of the
shop that is the second place in the shop ranking is "ABC Game
Center", the area ID thereof is Hyogo (Prefecture), and the
accumulated points thereof are "1213100 P". In other words, the
shop ID, the area ID, the accumulated points and the like can be
confirmed for each shop rank order by seeing the information
displayed in the ranking displaying portion 701.
[0167] FIG. 30 is a diagram showing a present-month shop ranking
screen displayed in Step S817 of the flow chart shown in FIG. 26.
On a present-month shop ranking screen 730 are displayed a ranking
displaying portion 731 arranged substantially in the center and
adapted to display the present-month shop ranking, and terminal
information displaying portions 732 arranged at the upper and
bottom sides and adapted to display the information of the client
terminal units 1 (here, eight) in the shop where the shop server 2
is installed.
[0168] A ranking displaying part 731a for displaying the shop
ranking in the descending order toward the bottom, an area
displaying part 731b for displaying the area IDs (names of
prefectures) of the locations of the shops, an ID displaying part
731c for displaying the shop IDs, a shop name appellation
displaying portion 731d for displaying the shop appellations
(headquarter, main shops, branches) of the previous month, and a
point displaying part 731e for displaying the accumulated points of
the shops up to the present time are displayed in the ranking
displaying portion 731 in this order from the left side of the
screen. For example, it can be known that the shop ID of the shop
that is the second place in the shop ranking is "ABC Game Center",
the area ID thereof is Hyogo (Prefecture), the name appellation of
the previous month is "Main Office", and the accumulated pints of
the shop up to the present time are "90000 P". In other words, the
shop ID, the area ID, the shop appellation of the previous month,
the accumulated points and the like can be confirmed for each shop
rank order by seeing the information displayed in the ranking
displaying portion 731.
[0169] FIG. 31 is a diagram showing a guidance display screen
displayed in response to an interrupt signal. On a guidance display
screen 740 are displayed a guidance displaying portion 741 arranged
substantially in the center and adapted to display the guidance
information transmitted from the central server 3 while having an
interrupt signal added thereto, and terminal information displaying
portions 742 arranged at the upper and bottom sides and adapted to
display the information of the client terminal units 1 (here,
eight) in the shop where the shop server 2 is installed.
[0170] In the guidance displaying portion 741 are displayed a
player ID displaying part 741a for displaying the player ID and a
ranking displaying part 741b for displaying the within-shop rank
order of the player and the like. Since "Taro" is displayed in the
player ID displaying part 741a and "Within-Shop No. 1 Player Has
Come" is displayed in the ranking displaying part 741b, it can be
known that the player belonging to the shop where the shop server 2
displaying the guidance display screen 740 is installed, being the
first place in the within-shop ranking and having the player ID of
"Taro" started playing in this shop.
[0171] As described above, in the case where the player within a
first specified rank order (here, tenth place) in the within-shop
ranking will start a game by means of the client terminal unit 1A
in the shop to which the player virtually belongs, guidance to the
effect that the player within the first specified rank order in the
within-shop ranking is displayed to the other client terminal units
1A' in this shop as in the guidance displaying portion 665 of the
competition screen 660 shown in FIG. 24. Thus, the players playing
the game by means of the client terminal units 1A' can confirm that
the player virtually belonging to this shop and being within the
first specified rank order in the within-shop ranking will start
the game in this shop.
[0172] Accordingly, the players playing the game by means of the
client terminal units 1A' in the shop where the client terminal
unit 1A is installed can specifically know the player virtually
belonging to this shop and being within the first specified rank
order in the within-shop ranking. Therefore, an interest in the
within-shop ranking is increased and willingness to compete is
urged, thereby effectively making the game more interesting.
[0173] Since the player within the first specified rank order in
the within-shop ranking can make such an appeal to the players
playing by means of the other client terminal units 1A' in this
shop that his within-shop rank order is within the first specified
rank order upon starting the game in the shop to which he virtually
belongs, an interest in the within-shop ranking is increased and
gambling spirit is urged, thereby effectively making the game more
interesting. Further, since the VIP display screen 630 shown in
FIG. 21 is displayed when the player within the first specified
rank order in the within-shop ranking starts the game in the shop
to which he virtually belongs, an interest in the within-shop
ranking is increased and gambling spirit is urged, thereby
effectively making the game more interesting.
[0174] Further, in the case where the player within the first
specified rank order in the within-shop ranking starts the
competition game by means of the client terminal unit 1A, guidance
to the effect that the player within the first specified rank order
in the within-shop ranking was determined as a competitor is
displayed as in the guidance displaying portion 652 of the
competitor display screen 650 shown in FIG. 23 when the client
terminal units 1B are determined to become competitors. Thus, the
players playing by means of the client terminal units 1B can
confirm that the player within the first specified rank order in
the within-shop ranking is a competitor.
[0175] Accordingly, the players playing by means of the client
terminal units 1B can know that they will compete with the player
within the first specified rank order (here, within the tenth
place) in the within-shop ranking, thereby increasing an interest
in the within-shop ranking and effectively making the competition
game more interesting.
[0176] Further, since the player within the first specified rank
order in the within-shop ranking can make such an appeal to the
players playing by means of the client terminal units 1B and
becoming competitors upon starting the game that his within-shop
rank order is within the first specified rank order, an interest in
the within-shop ranking is increased and gambling spirit is urged,
thereby effectively making the competition game more
interesting.
[0177] Particularly, in the case where another client terminal unit
1A' installed in the same shop as the client terminal unit 1A
operated by the player within the first specified rank order in the
within-shop ranking was determined as the client terminal unit 1B
to become a competitor, the player playing by means of the client
terminal unit 1B to become the competitor (here, client terminal
unit 1A') can specifically know the player within the first
specified rank order (e.g. within the tenth place) in the
within-shop ranking in the shop where the client terminal unit 1A'
he is currently playing is installed. Therefore, an interest in the
within-shop ranking is increased and willingness to compete is
urged, thereby more effectively making the game more
interesting.
[0178] In addition, in the case where the player within the first
specified rank order (here, within the tenth place) in the
within-shop ranking starts the game by means of the client terminal
unit 1A in the shop to which he virtually belongs, guidance to the
effect that the player within the first specified rank order in the
within-shop ranking will start the game is displayed to the shop
server 2 in the shop as in the guidance displaying portion 741 of
the guidance display screen 740 shown in FIG. 31. Thus, the players
and spectators present in this shop can confirm that the player
virtually belonging to this shop and being within the first
specified rank order in the within-shop ranking will start the game
in this shop.
[0179] Accordingly, the players and spectators in the shop where
the client terminal unit 1A is installed can specifically know that
the player virtually belonging to this shop and being within the
first specified rank order in the within-shop ranking will start
the game in this shop. Therefore, an interest in the within-shop
ranking is increased and willingness to compete is urged, thereby
effectively making the game more interesting.
[0180] Since the player within the first specified rank order in
the within-shop ranking can make such an appeal to the players and
the spectators in this shop that his within-shop rank order is
within the first specified rank order upon starting the game in the
shop to which he virtually belongs, an interest in the within-shop
ranking is increased and gambling spirit is urged, thereby
effectively making the game more interesting.
[0181] Further, in the case where the player virtually belonging to
the shop within a second specified rank order (here, first place)
in the within-area shop ranking and being within the first
specified rank order (here, within the tenth place) in the
within-shop ranking starts the game by means of the client terminal
unit 1A in the shop having the same area identification information
as the shop to which he virtually belongs (located in the same
area), guidance to the effect that the player virtually belonging
to the shop within the second specified rank order in the
within-area shop ranking and being within the first specified rank
order in the within-shop ranking is displayed to the other client
terminal units 1A' in this shop as in the guidance displaying
portion 665 of the competition screen 660 shown in FIG. 24. Thus,
the players playing by means of the client terminal units 1A' can
confirm that the player virtually belonging to the shop within the
second specified rank order in the within-area shop ranking and
being within the first specified rank order in the within-shop
ranking will start the game.
[0182] Accordingly, the players playing the game by means of the
other client terminal units 1A' in the shop where the client
terminal unit 1A is installed can specifically know the player
virtually belonging to the shop having the same area identification
information as this shop (located in the same area) and within the
second specified rank order (e.g. first place) in the within-area
shop ranking, and being within the first specified rank order (e.g.
within the tenth place) in the within-shop ranking. Therefore, an
interest in the within-area shop ranking and the within-shop
ranking is increased and willingness to compete is urged, thereby
effectively making the game more interesting.
[0183] Since the player belonging to the shop within the second
specified rank order in the within-area shop ranking and being
within the first specified rank order in the within-shop ranking
can make such an appeal to the players playing by means of the
client terminal units 1A' in this shop that the within-area shop
rank order of the shop to which he virtually belongs is within the
second specified rank order and his within-shop rank order is
within the first specified rank order upon starting the game in the
shop having the same area identification information as the shop to
which he virtually belongs (located in the same area). Therefore,
an interest in the within-area shop ranking and the within-shop
ranking is increased and gambling spirit is urged, thereby
effectively making the game more interesting.
[0184] In addition, in the case where the player virtually
belonging to the shop within the second specified rank order in the
within-area shop ranking and being within the first specified rank
order in the within-shop ranking starts the game by means of the
client terminal unit 1A, guidance to the effect that the player
virtually belonging to the shop within the second specified rank
order in the within-area shop ranking and being within the first
specified rank order in the within-shop ranking was determined as a
competitor is displayed to the client terminal units 1B as in the
guidance displaying portion 652 of the competitor display screen
650 shown in FIG. 23 when the client terminal units 1B are
determined to become competitors. Thus, the players playing the
game by means of the client terminal units 1B can confirm that the
player virtually belonging to the shop within the second specified
rank order in the within-area shop ranking and being within the
first specified rank order in the within-shop ranking is a
competitor.
[0185] Accordingly, the players playing by means of the client
terminal units 1B and becoming competitors can know that they will
compete with the player virtually belonging to the shop within the
second specified rank order (here, first place) in the within-area
shop ranking (i.e. main shop) and being within the first specified
rank order (here, within the tenth place) in the within-shop
ranking. Therefore, an interest in the within-area shop ranking and
the within-shop ranking is increased, thereby effectively making
the competition game more interesting.
[0186] The player virtually belonging to the shop within the second
specified rank order in the within-area shop ranking and being
within the first specified rank order in the within-shop ranking
can make such an appeal to the players playing by means of the
client terminal units 1B and becoming competitors that the
within-area shop rank order of the shop to which he virtually
belongs is within the second specified rank order and his
within-shop rank order is within the first specified rand order
upon starting the game. Therefore, an interest in the within-area
shop ranking and the within-shop ranking is increased and gambling
spirit is urged, thereby effectively making the competition game
more interesting.
[0187] Particularly, in the case where another client terminal unit
1A' installed in the same shop as the client terminal unit 1A
operated by player virtually belonging to the shop within the
second specified rank order in the within-area shop ranking and
being within the first specified rank order in the within-shop
ranking is determined as the client terminal unit 1B to become a
competitor, the player playing by means of the client terminal unit
1B (here, client terminal unit 1A') and becoming a competitor can
specifically know the player belonging to the shop having the same
area identification information as the shop where the client
terminal unit 1A' he is currently playing is installed (located in
the same area) and within the second specified rank order in the
within-area shop ranking, and being within the first specified rank
order (e.g. within the tenth place) in the within-shop ranking.
Therefore, an interest in the within-area shop ranking and the
within-shop ranking is further increased and willingness to compete
is urged, thereby more effectively making the game more
interesting.
[0188] Further, in the case where the player virtually belonging to
the shop within the second specified rank order in the within-area
shop ranking and being within the first specified rank order in the
within-shop ranking starts the game by means of the client terminal
unit 1A in a shop having the same area identification information
(located in the same area) as the shop to which the player
virtually belongs, guidance to the effect that the player virtually
belonging to the shop within the second specified rank order in the
within-area shop ranking and being within the first specified rank
order in the within-shop ranking will start the game is displayed
to the shop server 2 in this shop as in the guidance displaying
portion 741 of the guidance display screen 740 shown in FIG. 31.
Thus, players and spectators present in this shop can confirm that
the player virtually belonging to the shop within the second
specified rank order in the within-area shop ranking and being
within the first specified rank order in the within-shop ranking
will start the game in this shop.
[0189] Accordingly, the players and the spectators present in the
shop where the client terminal unit 1A is installed can
specifically know the player virtually belonging to the shop having
the same identification information (located in the same area) as
this shop and within the second specified rank order (herein, first
place) in the within-area shop ranking and being within the first
specified rank order (here, within the tenth place) in the
within-shop ranking. Therefore, an interest in the within-area shop
ranking and the within-shop ranking is increased and willingness to
compete is urged, thereby effectively making the competition game
more interesting.
[0190] Further, the player virtually belonging to the shop within
the second specified rank order in the within-area shop ranking and
being within the first specified rank order in the within-shop
ranking can make such an appeal to the players and the spectators
present in this shop that the within-area rank order of the shop to
which he virtually belongs is within the second specified rank
order and his within-shop rank order is within the first specified
rank order upon starting the game in the shop having the same
identification information (located in the same area) as the shop
to which he virtually belongs. Therefore, an interest in the
within-area shop ranking and the within-shop ranking is increased
and gambling spirit is urged, thereby effectively making the
competition game more interesting.
[0191] In addition, in the case where the player virtually
belonging to the shop within a third specified rank order (here,
first place) in the shop ranking (i.e. headquarter) and being
within the first specified rank order in the within-shop ranking
starts the game by means of the client terminal unit 1A, guidance
to the effect that the player virtually belonging to the shop
within the third specified rank order in the shop ranking and being
within the first specified rank order in the within-shop ranking
will start the game is displayed on the other client terminal units
1A' in this shop as in the guidance displaying portion 665 of the
competition screen 660 shown in FIG. 24. Thus, the players playing
the game by means of the other client terminal units can confirm
that the player virtually belonging to the shop within the third
specified rank order in the shop ranking and being within the first
specified rank order in the within-shop ranking will start the
game.
[0192] Accordingly, the players playing by means of the other
client terminal units 1A' in the shop where the client terminal
unit 1A is installed can specifically know the player virtually
belonging to the shop within the third specified rank order (here,
first place) in the shop ranking (i.e. headquarter) and being
within the first specified rank order (here, within the tenth
place) in the within-shop ranking. Therefore, an interest in the
shop ranking and the within-shop ranking is increased and
willingness to compete is urged, thereby effectively making the
competition game more interesting.
[0193] Further, the player virtually belonging to the shop within
the third specified rank order in the shop ranking and being within
the first specified rank order in the within-shop ranking can make
such an appeal to the players playing by means of the game terminal
units in an arbitrary shop that the shop to which he virtually
belongs is within the third specified rank order in the shop
ranking and his within-shop rank order is within the first
specified rank order upon starting the game in this shop.
Therefore, an interest in the shop ranking and the within-shop
ranking is increased and gambling spirit is urged, thereby
effectively making the competition game more interesting.
[0194] Further, in the case where the player virtually belonging to
the shop within the third specified rank order in the shop ranking
and being within the first specified rank order in the within-shop
ranking starts the competition game by means of the client terminal
unit 1A, guidance to the effect that the player virtually belonging
to the shop within the third specified rank order in the shop
ranking and being within the first specified rank order in the
within-shop ranking was determined as a competitor is displayed on
the client terminal units 1B as in the guidance displaying portion
652 of the competitor display screen 650 shown in FIG. 23 when the
client terminal units 1B to become competitors are determined.
Thus, the players playing the game by means of the client terminal
units 1B can confirm that the player virtually belonging to the
shop within the third specified rank order in the shop ranking and
being within the first specified rank order in the within-shop
ranking is a competitor.
[0195] Accordingly, the players playing by means of the client
terminal units 1B and becoming competitors can specifically know
that they will compete with the player virtually belonging to the
shop within the third specified rank order (here, first place) in
the shop ranking (i.e. headquarter) and being within the first
specified rank order (here, within the tenth place) in the
within-shop ranking. Therefore, an interest in the shop ranking and
the within-shop ranking is increased, thereby effectively making
the competition game more interesting.
[0196] Further, the player virtually belonging to the shop within
the third specified rank order in the shop ranking and being within
the first specified rank order in the within-shop ranking can make
such an appeal to the players playing by means of the game terminal
units as competitors that the shop to which he virtually belongs is
within the third specified rank order in the shop ranking and his
within-shop rank order is within the first specified rank order
upon starting the game. Therefore, an interest in the shop ranking
and the within-shop ranking is increased and gambling spirit is
urged, thereby effectively making the competition game more
interesting.
[0197] Particularly, in the case where another client terminal unit
1A' installed in the same shop as the client terminal unit 1A
operated by the player virtually belonging to the shop within the
third specified rank order and being within the first specified
rank order in the within-shop ranking is determined as the client
terminal unit 1B to become a competitor, the player playing by
means of the client terminal unit 1B (here, client terminal unit
1A') and becoming a competitor can specifically know the player
virtually belonging to the shop within the third specified rank
order in the shop ranking and being within the first specified rank
order in the within-shop ranking. Therefore, an interest in the
shop ranking and the within-shop ranking is increased and
willingness to compete is urged, thereby more effectively making
the game more interesting.
[0198] In addition, in the case where the player virtually
belonging to the shop within the third specified rank order in the
shop ranking (i.e. headquarter) and being within the first
specified rank order in the within-shop ranking starts the game by
means of the client terminal unit 1A, guidance to the effect that
the player virtually belonging to the shop within the third
specified rank order in the shop ranking and being within the first
specified rank order in the within-shop ranking will start the game
is displayed on the shop server 2 in this shop as in the guidance
displaying portion 741 of the guidance display screen 740 shown in
FIG. 31. Thus, players and spectators present in this shop can
confirm that the player virtually belonging to the shop within the
third specified rank order in the shop ranking and being within the
first specified rank order in the within-shop ranking will start
the game in this shop.
[0199] Accordingly, the players and the spectators present in the
shop where the client terminal unit 1A is installed can
specifically know the player virtually belonging to the shop within
the third specified rank order (here, first place) in the shop
ranking and being within the first specified rank order (here,
within the tenth place) in the within-shop ranking. Therefore, an
interest in the shop ranking and the within-shop ranking is
increased and willingness to compete is urged, thereby effectively
making the competition game more interesting.
[0200] Further, the player virtually belonging to the shop within
the third specified rank order in the shop ranking and being within
the first specified rank order in the within-shop ranking can make
such an appeal to players and spectators present in an arbitrary
shop that the shop to which he virtually belongs is within the
third specified rank order in the shop ranking and his within-shop
rank order is within the first specified rank order upon starting
the game in this shop. Therefore, an interest in the shop ranking
and the within-shop ranking is increased and gambling spirit is
urged, thereby effectively making the competition game more
interesting.
[0201] Further, when the belonging-shop setting section 361a
receives the belonging-shop setting information to the effect of
setting to virtually belong to the shop corresponding to the shop
identification information via the belonging-shop setting screen
600 shown in FIG. 18 from the client terminal unit 1A, this shop
identification information is stored in the player information
storage 362a in correspondence with the player identification
information of the client terminal unit 1A. Therefore, the shop
where the client terminal unit 1A by means of which the game will
be started can be set (registered and changed) as a shop to which
the player virtually belongs.
[0202] Furthermore, since only the shop where the client terminal
unit 1A by means of which the game will be started can be set as
the shop to which the player virtually belongs (belonging shop), an
adverse effect of weakening the meaning of the belonging shop to a
group by which results are tabulated. In other words, the player
needs to start the game in the shop he wishes to set as a belonging
shop in order to set the desired shop as the belonging shop.
[0203] In addition, the guidance transmitting section 361f
transmits the guidance information while adding an interrupt signal
thereto, whereby an interrupt display of the guidance is made on
the other client terminal units 1A' in the shop where the client
terminal unit 1A, by means of which the game will be started, is
installed. Thus, the players of the other client terminal units 1A'
can confirm the guidance even if the game is being played by means
of the other client terminal units 1A' Accordingly, the guidance is
displayed on the other client terminal units 1A' at an early
timing, wherefore an effect of displaying the guidance can be
further enhanced.
[0204] Further, since the result tabulating section 361c tabulates
the results within the past specified period (here, one previous
month) to determine the within-shop ranking, the frequency of
determining the within-shop ranking can be adjusted by setting the
duration of the specified period. In other words, the specified
period is set to be shorter (e.g. one week) in the case of
frequently changing the within-shop ranking while being set to be
longer (e.g. one year) in the case of not frequently changing the
within-shop ranking. The more frequently the within-shop ranking is
changed, the more recent results are reflected on the within-shop
ranking. Players' interest in the within-shop ranking is further
increased by suitably setting the duration of the specified
period.
[0205] Furthermore, since the ranking transmitting section 361g
transmits the player identification information and the within-shop
ranking information (ranking information) of the players virtually
belonging to the shop server 2 of each shop and the ranking is
displayed on the shop server 2 of each shop, the players can easily
confirm their within-shop rank orders, thereby further increasing
the players' interest in the within-shop ranking.
[0206] In this embodiment, a player belonging to a branch shop and
being within the tenth place in the within-shop ranking is
displayed with a guidance on the other client terminal units 1A'
and the shop server 2 in the shop as long as he plays in his
belonging shop. On the other hand, a player belonging to a main
shop (first place in the within-area shop ranking) and being within
the tenth place in the within-shop ranking is displayed with a
guidance on the other client terminal units 1A' and the shop server
2 in the shop where he is playing regardless of in which shop he
plays within the area. Further, a player belonging to the
headquarter (first place in the nationwide shop ranking) and being
within the tenth place in the within-shop ranking is displayed with
a guidance on the other client terminal units 1A' and the shop
server 2 in the shop where he is playing regardless of in which
shop he plays nationwide. In other words, since gambling spirit is
more urged (more filled with sense of satisfaction, self-respect,
etc.) as the belonging shop ascends from the branch shop, to the
main shop and to the headquarter, an interest in the shop ranking
and the within-area shop ranking is increased.
[0207] The present invention may also be embodied as follows.
[0208] (A) Although the game is a mahjong game in the foregoing
embodiment, it may be any other competition game. For example, it
may be a soccer game simulating soccer or a Go game simulating Go
or may be another type of game such as a roll-playing game.
[0209] (B) Although the areas are prefectures in the foregoing
embodiment, they may be smaller areas such as cities, towns or
villages or may be larger areas such as districts such as Kanto,
Kansai and Chubu.
[0210] (C) Although the game is played within Japan in the
foregoing embodiment, it may be played worldwide. In such a case,
the shop ranking is preferably a worldwide shop ranking and areas
are preferably set to be countries (or larger areas such as Asia
and Europe).
[0211] (D) Although the result tabulating section 361c provides the
nationwide shop ranking and the within-area shop ranking in the
foregoing embodiment, it may provide a within-area ranking
comprised of a plurality of hierarchies. For example, first
divisions may be areas such as Kanto, Kansai and Chubu districts,
second divisions may be prefectures and third divisions may be
cities, towns or villages. In such a case, an interest in the
within-area shop ranking is further increased.
[0212] (E) Although the guidance transmitting section 361f
transmits the guidance information to the other client terminal
units 1A' in the shop, the client terminal units 1B of the
competitors and the shop server 2 in the foregoing embodiment, it
may transmit the guidance information at least to the client
terminal units 1A', or the client terminal units 1B of the
competitors or the shop server 2.
[0213] (F) Although the guidance transmitting section 361f
transmits the headquarter guidance information, the main-shop
guidance information and the branch guidance information in the
foregoing embodiment, it may transmit at least one of the
headquarter guidance information, the main-shop guidance
information and the branch guidance information.
[0214] As described above, a game progress administering system
connected with game terminal units to be operated by players and
installed in a plurality of shops via communication lines such that
operation signals necessary for the progress of a game can be
communicated, thereby administering the progress of the game,
comprising: a player information storage for storing player
identification information, which is identification information of
players, in correspondence with shop identification information,
which is identification information of shops to which the players
virtually belong; a terminal information storage for storing
terminal identification information, which is identification
information of the game terminal units, in correspondence with the
shop identification information of the shops where the game
terminal units are installed; a gaming evaluator for receiving the
terminal identification information of one game terminal unit, the
player identification information and a game start signal, which is
an operation signal to the effect of starting the game, from the
one game terminal unit, instructing the one game terminal unit to
conduct the game, calculating a result of each player based on the
result of the game, and storing the calculated results in the
player information storage in correspondence with the player
identification information; a result tabulator for tabulating the
results of the players for each shop, to which the players
virtually belong, at every interval of a specified period to
determine a within-shop ranking, and storing the determined
within-shop ranking in the player information storage in
correspondence with the player identification information; a shop
judger for reading the shop identification information
corresponding to the terminal identification information of the one
game terminal unit from the terminal information storage, reading
the shop identification information corresponding to the player
identification information received by the gaming evaluator from
the player information storage, and judging whether or not the read
two pieces of shop identification information coincide with each
other; a restricting condition judger for judging whether or not to
satisfy a first restricting condition that the two pieces of shop
identification information were judged to coincide by the shop
judger and that a within-shop rank order corresponding to the
player identification information received from the one game
terminal unit by the gaming evaluator is within a first specified
rank order; and a guidance transmitter for transmitting guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to other game terminal units in the shop where the
one game terminal unit is installed in order to display, on the
other game terminal units, guidance to the effect that the player
within the first specified rank order in the within-shop ranking
will start the game if the first restricting condition is judged to
be satisfied by the restricting condition judger.
[0215] According to this system, the player identification
information that is the identification information of the players
is stored in the player information storage in correspondence with
the shop identification information that is the identification
information of the shops to which the players virtually belong, and
the terminal identification information that is the identification
information of the game terminal units is stored in the terminal
information storage in correspondence with the shop identification
information of the shops where the game terminal units are
installed.
[0216] When the gaming evaluator receives the terminal
identification information of the one game terminal unit, the
player identification information and the game start signal, which
is the operation signal to the effect of starting the game, from
the one game terminal unit, the one game terminal unit is
instructed to conduct the game and the result of each player is
calculated based on the result of the game and stored in the player
information storage in correspondence with the player
identification information.
[0217] Further, the result tabulator tabulates the results of the
players for each shop to which the players belong at every interval
of the specified period to determine the within-shop ranking, and
stores the determined within-shop ranking in the player information
storage in correspondence with the player identification
information. Then, the shop judger reads the shop identification
information corresponding to the terminal identification
information of the one game terminal unit from the terminal
information storage and the shop identification information
corresponding to the player identification information received by
the gaming evaluator from the player information storage, and
judges whether or not the two read pieces of shop identification
information coincide with each other.
[0218] Further, the restricting condition judger judges whether or
not to satisfy the first restricting condition that the two pieces
of shop identification information were judged to coincide by the
shop judger and that the within-shop rank order corresponding to
the player identification information received from the one game
terminal unit by the gaming evaluator is within the first specified
rank order.
[0219] In addition, the guidance transmitter transmits the guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to the other game terminal units in the shop where
the one game terminal unit is installed in order to display, on the
other game terminal units, the guidance to the effect that the
player within the first specified rank order in the within-shop
ranking will start the game if the first restricting condition is
judged to be satisfied by the restricting condition judger.
[0220] Specifically, if the shop identification information
corresponding to the player identification information and the one
corresponding to the terminal identification information are judged
to coincide and the within-shop rank order corresponding to the
player identification information received from the one game
terminal unit is within the first specified rank order, the
guidance information including the player identification
information and the within-shop ranking information of the player
of the one game terminal unit are transmitted to the other game
terminal units in the shop where the one game terminal unit is
installed in order to display, on the other game terminal units,
the guidance to the effect that the player within the first
specified rank order in the within-shop ranking will start the
game.
[0221] The guidance to the effect that the player within the first
specified rank order in the within-shop ranking will start the game
is displayed on the other game terminal units in the shop in the
case where the player within the first specified rank order in the
within-shop ranking will start the game. Thus, the players playing
by means of the other game terminal units can confirm that the
player virtually belonging to this shop and being within the first
specified rank order in the within-shop ranking will start the game
in this shop.
[0222] Accordingly, the players playing by means of the other game
terminal units in the shop where the one game terminal unit is
installed can specifically know the player virtually belonging to
this shop and being within the first specified rank order (e.g.
within the tenth place) in the within-shop ranking. Therefore, an
interest in the within-shop ranking is increased and willingness to
compete is urged, thereby effectively making the game more
interesting.
[0223] Further, the player within the first specified rank order in
the within-shop ranking can make such an appeal to the players
playing by means of the other game terminal units in the shop that
his within-shop rank order is within the first specified rank order
upon starting the game in the shop to which he virtually belongs.
Therefore, an interest in the within-shop ranking is increased and
gambling spirit is urged, thereby effectively making the game more
interesting.
[0224] Also, a game progress administering method uses a game
progress administering system connected with game terminal units to
be operated by players and installed in a plurality of shops via
communication lines such that operation signals necessary for the
progress of a game can be communicated, thereby administering the
progress of the game, comprising, a step in which player
information storage of the game administering system stores player
identification information, which is identification information of
players, in correspondence with shop identification information,
which is identification information of shops to which the players
virtually belong; a step in which terminal information storage of
the game administering system stores terminal identification
information, which is identification information of the game
terminal units, in correspondence with the shop identification
information of the shops where the game terminal units are
installed; a step in which gaming evaluator of the game
administering system receives the terminal identification
information of one game terminal unit, the player identification
information and a game start signal, which is an operation signal
to the effect of starting the game, from the one game terminal
unit, instructs the one game terminal unit to conduct the game,
calculating a result of each player based on the result of the
game, and stores the calculated results in the player information
storage in correspondence with the player identification
information; a step in which result tabulator of the game
administering system tabulates the results of the players for each
shop, to which the players virtually belong, at every interval of a
specified period to determine a within-shop ranking, and stores the
determined within-shop ranking in the player information storage in
correspondence with the player identification information; a step
in which shop judger of the game administering system reads the
shop identification information corresponding to the terminal
identification information of the one game terminal unit from the
terminal information storage, reads the shop identification
information corresponding to the player identification information
received by the gaming evaluator from the player information
storage, and judges whether or not the read two pieces of shop
identification information coincide with each other; a step in
which restricting condition judger of the game administering system
judges whether or not to satisfy a first restricting condition that
the two pieces of shop identification information were judged to
coincide by the shop judger and that a within-shop rank order
corresponding to the player identification information received
from the one game terminal unit by the gaming evaluator is within a
first specified rank order; and a step in which guidance
transmitter of the game administering system transmits guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to other game terminal units in the shop where the
one game terminal unit is installed in order to display, on the
other game terminal units, guidance to the effect that the player
within the first specified rank order in the within-shop ranking
will start the game if the first restricting condition is judged to
be satisfied by the restricting condition judger.
[0225] According to this method, the player identification
information that is the identification information of the players
is stored in the player information storage in correspondence with
the shop identification information that is the identification
information of the shops to which the players virtually belong, and
the terminal identification information that is the identification
information of the game terminal units is stored in the terminal
information storage in correspondence with the shop identification
information of the shops where the game terminal units are
installed.
[0226] When the gaming evaluator receives the terminal
identification information of the one game terminal unit, the
player identification information and the game start signal, which
is the operation signal to the effect of starting the game, from
the one game terminal unit, the one game terminal unit is
instructed to conduct the game and the result of each player is
calculated based on the result of the game and stored in the player
information storage in correspondence with the player
identification information.
[0227] Further, the result tabulator tabulates the results of the
players for each shop to which the players belong to at every
interval of the specified period to determine the within-shop
ranking, and stores the determined within-shop ranking in the
player information storage in correspondence with the player
identification information. Then, the shop judger reads the shop
identification information corresponding to the terminal
identification information of the one game terminal unit from the
terminal information storage and the shop identification
information corresponding to the player identification information
received by the gaming evaluator from the player information
storage, and judges whether or not the two read pieces of shop
identification information coincide with each other.
[0228] Further, the restricting condition judger judges whether or
not to satisfy the first restricting condition that the two pieces
of shop identification information were judged to coincide by the
shop judger and that the within-shop rank order corresponding to
the player identification information received from the one game
terminal unit by the gaming evaluator is within the first specified
rank order.
[0229] In addition, the guidance transmitter transmits the guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to the other game terminal units in the shop where
the one game terminal unit is installed in order to display, on the
other game terminal units, the guidance to the effect that the
player within the first specified rank order in the within-shop
ranking will start the game if the first restricting condition is
judged to be satisfied by the restricting condition judger.
[0230] Specifically, if the shop identification information
corresponding to the player identification information and the one
corresponding to the terminal identification information are judged
to coincide and the within-shop rank order corresponding to the
player identification information received from the one game
terminal unit is within the first specified rank order, the
guidance information including the player identification
information and the within-shop ranking information of the player
of the one game terminal unit are transmitted to the other game
terminal units in the shop where the one game terminal unit is
installed in order to display, on the other game terminal units,
the guidance to the effect that the player within the first
specified rank order in the within-shop ranking will start the
game.
[0231] The guidance to the effect that the player within the first
specified rank order in the within-shop ranking will start the game
is displayed on the other game terminal units in the shop in the
case where the player within the first specified rank order in the
within-shop ranking will start the game. Thus, the players playing
by means of the other game terminal units can confirm that the
player virtually belonging to this shop and being within the first
specified rank order in the within-shop ranking will start the game
in this shop.
[0232] Accordingly, the players playing by means of the other game
terminal units in the shop where the one game terminal unit is
installed can specifically know the player virtually belonging to
this shop and being within the first specified rank order (e.g.
within the tenth place) in the within-shop ranking. Therefore, an
interest in the within-shop ranking is increased and willingness to
compete is urged, thereby effectively making the game more
interesting.
[0233] Further, the player within the first specified rank order in
the within-shop ranking can make such an appeal to the players
playing by means of the other game terminal units in the shop that
his within-shop rank order is within the first specified rank order
upon starting the game in the shop to which he virtually belongs.
Therefore, an interest in the within-shop ranking is increased and
gambling spirit is urged, thereby effectively making the game more
interesting.
[0234] Further, a computer-readable recording medium stores a game
progress administering program for a game progress administering
system connected with game terminal units to be operated by players
and installed in a plurality of shops via communication lines such
that operation signals necessary for the progress of a game can be
communicated, thereby administering the progress of the game. The
game progress administering program causes the game progress
administering system to function as player information storage for
storing player identification information, which is identification
information of players, in correspondence with shop identification
information, which is identification information of shops to which
the players virtually belong; terminal information storage for
storing terminal identification information, which is
identification information of the game terminal units, in
correspondence with the shop identification information of the
shops where the game terminal units are installed; gaming evaluator
for receiving the terminal identification information of one game
terminal unit, the player identification information and a game
start signal, which is an operation signal to the effect of
starting the game, from the one game terminal unit, instructing the
one game terminal unit to conduct the game, calculating a result of
each player based on the result of the game, and storing the
calculated results in the player information storage in
correspondence with the player identification information; result
tabulator for tabulating the results of the players for each shop,
to which the players virtually belong, at every interval of a
specified period to determine a within-shop ranking, and storing
the determined within-shop ranking in the player information
storage in correspondence with the player identification
information; shop judger for reading the shop identification
information corresponding to the terminal identification
information of the one game terminal unit from the terminal
information storage, reading the shop identification information
corresponding to the player identification information received by
the gaming evaluator from the player information storage, and
judging whether or not the read two pieces of shop identification
information coincide with each other; restricting condition judger
for judging whether or not to satisfy a first restricting condition
that the two pieces of shop identification information were judged
to coincide by the shop judger and that a within-shop rank order
corresponding to the player identification information received
from the one game terminal unit by the gaming evaluator is within a
first specified rank order; and guidance transmitter for
transmitting guidance information including the player
identification information and the within-shop ranking information
of the player of the one game terminal unit to other game terminal
units in the shop where the one game terminal unit is installed in
order to display, on the other game terminal units, guidance to the
effect that the player within the first specified rank order in the
within-shop ranking will start the game if the first restricting
condition is judged to be satisfied by the restricting condition
judger.
[0235] According to this program, the player identification
information that is the identification information of the players
is stored in the player information storage in correspondence with
the shop identification information that is the identification
information of the shops to which the players virtually belong, and
the terminal identification information that is the identification
information of the game terminal units is stored in the terminal
information storage in correspondence with the shop identification
information of the shops where the game terminal units are
installed.
[0236] When the gaming evaluator receives the terminal
identification information of the one game terminal unit, the
player identification information and the game start signal, which
is the operation signal to the effect of starting the game, from
the one game terminal unit, the one game terminal unit is
instructed to conduct the game and the result of each player is
calculated based on the result of the game and stored in the player
information storage in correspondence with the player
identification information.
[0237] Further, the result tabulator tabulates the results of the
players for each shop to which the players belong to at every
interval of the specified period to determine the within-shop
ranking, and stores the determined within-shop ranking in the
player information storage in correspondence with the player
identification information. Then, the shop judger reads the shop
identification information corresponding to the terminal
identification information of the one game terminal unit from the
terminal information storage and the shop identification
information corresponding to the player identification information
received by the gaming evaluator from the player information
storage, and judges whether or not the two read pieces of shop
identification information coincide with each other.
[0238] Further, the restricting condition judger judges whether or
not to satisfy the first restricting condition that the two pieces
of shop identification information were judged to coincide by the
shop judger and that the within-shop rank order corresponding to
the player identification information received from the one game
terminal unit by the gaming evaluator is within the first specified
rank order.
[0239] In addition, the guidance transmitter transmits the guidance
information including the player identification information and the
within-shop ranking information of the player of the one game
terminal unit to the other game terminal units in the shop where
the one game terminal unit is installed in order to display, on the
other game terminal units, the guidance to the effect that the
player within the first specified rank order in the within-shop
ranking will start the game if the first restricting condition is
judged to be satisfied by the restricting condition judger.
[0240] Specifically, if the shop identification information
corresponding to the player identification information and the one
corresponding to the terminal identification information are judged
to coincide and the within-shop rank order corresponding to the
player identification information received from the one game
terminal unit is within the first specified rank order, the
guidance information including the player identification
information and the within-shop ranking information of the player
of the one game terminal unit are transmitted to the other game
terminal units in the shop where the one game terminal unit is
installed in order to display, on the other game terminal units,
the guidance to the effect that the player within the first
specified rank order in the within-shop ranking will start the
game.
[0241] The guidance to the effect that the player within the first
specified rank order in the within-shop ranking will start the game
is displayed on the other game terminal units in the shop in the
case where the player within the first specified rank order in the
within-shop ranking will start the game. Thus, the players playing
by means of the other game terminal units can confirm that the
player virtually belonging to this shop and being within the first
specified rank order in the within-shop ranking will start the game
in this shop.
[0242] Accordingly, the players playing by means of the other game
terminal units in the shop where the one game terminal unit is
installed can specifically know the player virtually belonging to
this shop and being within the first specified rank order (e.g.
within the tenth place) in the within-shop ranking. Therefore, an
interest in the within-shop ranking is increased and willingness to
compete is urged, thereby effectively making the game more
interesting.
[0243] Further, the player within the first specified rank order in
the within-shop ranking can make such an appeal to the players
playing by means of the other game terminal units in the shop that
his within-shop rank order is within the first specified rank order
upon starting the game in the shop to which he virtually belongs.
Therefore, an interest in the within-shop ranking is increased and
gambling spirit is urged, thereby effectively making the game more
interesting.
[0244] According to the inventive game progress administering
system (game progress administering method, game progress
administering program), players playing by means of other game
terminal units in a shop where one game terminal unit is installed
can specifically know a player virtually belonging to this shop and
being within a first specified rank order (e.g. within the tenth
place) in the within-shop ranking. Therefore, an interest in the
within-shop ranking is increased and willingness to compete is
urged, thereby effectively making a game more interesting.
[0245] Further, the player within the first specified rank order in
the within-shop ranking can make such an appeal to the players
playing by means of the game terminal units in this shop that his
within-shop rank order is within the first specified rank order
upon starting the game in the shop to which he virtually belongs.
Therefore, an interest in the within-shop ranking is increased and
gambling spirit is urged, thereby effectively making the game more
interesting.
* * * * *