U.S. patent application number 11/792704 was filed with the patent office on 2008-05-15 for game progress administration method and its system.
This patent application is currently assigned to Konami Digital Entertainment Co., Ltd.. Invention is credited to Shigeto Akashi, Yuuki Harano, Kazuma Konishi, Kazutaka Kubota, Yasuyuki Nagatomo, Masakazu Shibamiya.
Application Number | 20080113810 11/792704 |
Document ID | / |
Family ID | 36577851 |
Filed Date | 2008-05-15 |
United States Patent
Application |
20080113810 |
Kind Code |
A1 |
Kubota; Kazutaka ; et
al. |
May 15, 2008 |
Game Progress Administration Method and Its System
Abstract
A game system according to the present invention is provided
with a CPU 361 including a winner determining section 361c for
determining a winner advancing to the second round every time a
competition game of each combination constituting the first round
finishes, a combination determining section 361d for fitting the
winner determined by the winner determining section 361c in a
selected combination of a competition game constituting the second
round, and a competition starting section 361e for instructing the
start of the combination game of the second round to client
terminal units 1 included in the selected combination ST if the
selected combination is filled up with the competitors as a result
of the additional winner fitted in the selected combination. In
this way, the combinations of the next rounds can be determined in
a tournament game.
Inventors: |
Kubota; Kazutaka;
(Akashi-shi, JP) ; Nagatomo; Yasuyuki; (Kobe-shi,
JP) ; Konishi; Kazuma; (Kobe-shi, JP) ;
Shibamiya; Masakazu; (Kobe-shi, JP) ; Akashi;
Shigeto; (Kobe-shi, JP) ; Harano; Yuuki;
(Kobe-shi, JP) |
Correspondence
Address: |
JORDAN AND HAMBURG LLP
122 EAST 42ND STREET, SUITE 4000
NEW YORK
NY
10168
US
|
Assignee: |
Konami Digital Entertainment Co.,
Ltd.
Minato-ku, TOKYO
JP
|
Family ID: |
36577851 |
Appl. No.: |
11/792704 |
Filed: |
December 1, 2005 |
PCT Filed: |
December 1, 2005 |
PCT NO: |
PCT/JP05/22054 |
371 Date: |
June 7, 2007 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/407 20130101;
A63F 2300/5546 20130101; A63F 2300/558 20130101; G07F 17/3276
20130101; G07F 17/3223 20130101; A63F 13/12 20130101; A63F
2300/5566 20130101; G07F 17/32 20130101; A63F 2300/577 20130101;
A63F 2300/513 20130101; A63F 2300/61 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 10, 2004 |
JP |
2004-358994 |
Dec 10, 2004 |
JP |
2004-359004 |
Claims
1. A game progress administration system in which a plurality of
game terminal units to be operated by players and displaying game
screens are so connected via communication lines as to be able to
communicate operation signals necessary for the progresses of
games, thereby administering the progresses of games in a
tournament made up of a plurality of rounds in which competition
games of a specified number of combinations are set and having
indefinite competition times set for the respective competition
games at least in one round, the system comprising: winner
determining means for determining a winner advancing to the next
round based on a game result of the competition game of each
combination every time the competition game of each combination
constituting the one round finishes; combination determining means
for fitting the winner determined by the winner determining means
in one combination of the competition game constituting the next
round; and competition starting means for instructing the start of
the competition game of the next round to the game terminal units
included in the combination if the one combination is filled up
with the competitors as a result of the additional winner fitted in
the one combination.
2. A game progress administration system according to claim 1,
further comprising game watch means for causing a game screen of an
ongoing competition game constituting the one round to be displayed
on a competition waiting terminal unit, which is a game terminal
unit included in the one combination, until the one combination is
filled up with the competitors after the winner is fitted in the
one combination.
3. A game progress administration system according to claim 2,
further comprising watching game selecting means for selecting one
competition game in accordance with a specified rule out of the
ongoing competition games constituting the one round, wherein: the
game watch means causes the game screen of the one competition game
selected by the watching game selecting means to be displayed.
4. A game progress administration system according to claim 3,
further comprising degree of progress evaluating means for
evaluating the degree of progress of the competition game of each
combination constituting each round, wherein: the combination
determining means preferentially fits the winner determined by the
winner determining means in the combination, in which at least one
winner is already fitted, out of the combinations constituting the
next round; and the watching game selecting means selects one
combination having the most advanced degree of progress evaluated
by the degree of progress evaluating means out of the combinations
of the competition games constituting the one round.
5. A game progress administration system according to claim 4,
wherein: the competition game is the one comprised of a plurality
of rounds simulating mahjong; and the degree of progress evaluating
means evaluates the degree of progress of the competition game
based on a remaining round number, which is the number of rounds
yet to be played, and a remaining drawable tile number, which is
the number of drawable tiles remaining in a virtual pile.
6. A game progress administration system according to claim 3,
wherein the watching game selecting section extracts the
combination including the game terminal unit as a competitor in the
next round out of the competition games constituting the one round
and selects one combination in accordance with an operation signal
from the competition waiting terminal unit from the extracted
combinations if there are a plurality of extracted
combinations.
7. A game progress administration system according to claim 3,
wherein: the combination determining means fits the winner
determined by the winner determining means in the combination set
beforehand out of the combinations constituting the next round; and
the watching game selecting section selects a combination including
the game terminal unit as a competitor in the next round out of the
competition games constituting the one round.
8. A game progress administration system according to claim 7,
wherein: the competition game is the one competed by a specified
number of competitors equal to or more than three; and the watching
game selecting section extracts the combination including the game
terminal unit as a competitor in the next round out of the
competition games constituting the one round and selects one
combination in accordance with an operation signal from the
competition waiting terminal unit from the extracted combinations
if there are a plurality of extracted combinations.
9. A game progress administration method using a game progress
administration system in which a plurality of game terminal units
to be operated by players and displaying game screens are so
connected via communication lines as to be able to communicate
operation signals necessary for the progresses of games, thereby
administering the progresses of games in a tournament made up of a
plurality of rounds in which competition games of a specified
number of combinations are set and having indefinite competition
times set for the respective competition games at least in one
round, the method comprising: a step in which winner determining
means of the game progress administration system determines a
winner advancing to the next round based on a game result of the
competition game of each combination every time the competition
game of each combination constituting one round finishes; a step in
which combination determining means of the game progress
administration system fits the winner determined by the winner
determining means in one combination constituting the next round; a
step in which competition starting means of the game progress
administration system instructs the start of the competition game
of the next round to the game terminal units included in the one
combination if the one combination is filled up with the
competitors as a result of the additional winner fitted in the one
combination; and a step in which game watch means of the game
progress administration system causes a game screen of an ongoing
competition game constituting the one round to be displayed on a
competition waiting terminal unit, which is the game terminal unit
included in the one combination, until the one combination is
filled up with the competitors after the winner is fitted in the
one combination.
10. A game progress administration system according to claim 1,
wherein the combination determining means fits the winner
determined by the winner determining means preferentially in one
combination, in which at least one winner is already fitted, out of
the combinations constituting the next round and yet to be filled
up with the competitors.
11. A game progress administration system according to claim 10,
wherein the competition game is the one competed by a specified
number of competitors equal to or more than three, and the winner
determining means determines a plurality of winners.
12. A game progress administration system according to claim 11,
wherein: the competition game is a game simulating mahjong in which
four competitors compete, and the winner determining means
determines two winners.
13. A game progress administration system according to claim 10,
further comprising game watch means for causing a game screen of an
ongoing competition game constituting the one round to be displayed
on a competition waiting terminal unit, which is a game terminal
unit included in the one combination, until the one combination is
filled up with the competitors after the winner is fitted in the
one combination by the combination determining means.
14. A game progress administration system according to claim 13,
further comprising watching game selecting means for selecting one
competition game in accordance with a specified rule out of the
ongoing competition games constituting the one round is further
provided; wherein: the game watch means causes the game screen of
the one competition game selected by the watching game selecting
means to be displayed.
15. A game progress administration method using a game progress
administration system in which a plurality of game terminal units
to be operated by players and displaying game screens are so
connected via communication lines as to be able to communicate
operation signals necessary for the progresses of games, thereby
administering the progresses of games in a tournament made up of a
plurality of rounds in which competition games of a specified
number of combinations are set and having indefinite competition
times set for the respective competition games at least in one
round, the method comprising: a step in which winner determining
means of the game progress administration system determines a
winner advancing to the next round based on a game result of the
competition game of each combination every time the competition
game of each combination constituting one round finishes; a step in
which combination determining means of the game progress
administration system fits the winner determined by the winner
determining means preferentially in one combination, in which at
least one winner is already fitted, out of the combinations
constituting the next round and yet to be filled up with the
competitors; and a step in which competition starting means of the
game progress administration system instructs the start of the
competition game of the next round to the game terminal units
included in the combination if the one combination is filled up
with the competitors as a result of the additional winner fitted in
the one combination.
Description
FIELD OF TECHNOLOGY
[0001] The present invention relates to a game progress
administration method according to which game terminal units to be
operated by players and adapted to display game screens are so
connected via communication lines as to be able to communicate
operation signals necessary for the progress of a game, and the
progress of a tournament game comprised of a plurality of rounds in
each of which a specified number of combinations of competition
games are set, the respective competition games in at least one
round having indefinite competition times, are administered, and
also to a system implementing such a method.
BACKGROUND TECHNOLOGY
[0002] 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
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 competition games) are
played.
[0003] 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 (and the server) 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 using stand-alone video game apparatuses
as competitors.
[0004] For example, there is a disclosure in which suitable
competitors are selected based on strength and the like in a
competition game simulating mahjong (patent literature 1).
Competition games can be made more interesting by selecting
suitable competitors.
[0005] On the other hand, by playing the competition games in a
tournament comprised of a plurality of rounds, players can compete
with more competitors, thereby being more interested in the game
and having his gambling spirit urged upon continuing to win in the
rounds. There are also games, which simulate games of go, shogi,
mahjong and the like and for which no definite periods cannot be
determined as competition times by their natures, i.e. in which
competitions end upon reaching a specified result (state of game)
(hereinafter, "game having an indefinite competition time" is
referred to as "time-limit free competition game").
[0006] In the case of playing such time-limit free competition
games (e.g. mahjong games simulating mahjong) in a tournament,
there is a problem that, even if competitions in the first round of
the tournament are started at the same time, competition ending
times differ depending on the combinations of players constituting
the tournament (competition times differ). Further, different
competition times result in waiting times until the start of the
next round, thereby creating a problem of making the game less
interesting.
[0007] In view of the above problems, an object of the present
invention is to provide a game progress administration method
according to which combinations of a next round can be set even
upon the occurrence of waiting times in a time-limit free
competition game tournament comprised of a plurality of rounds in
massively multiplayer online playing games, and a system
implementing such a method.
[0008] Another object of the present invention is to provide a game
progress administration method according to which a decrease in the
interest in games can be suppressed even upon the occurrence of
waiting times or the occurrence of waiting times can be suppressed
in a time-limit free competition game tournament comprised of a
plurality of rounds in massively multiplayer online playing games,
and a system implementing such a method.
Patent Literature 1:
[0009] Japanese Unexamined Patent Publication No. 2003-225469
DISCLOSURE OF THE INVENTION
[0010] In order to accomplish the above object, the present
invention is directed to a game progress administration system in
which a plurality of game terminal units to be operated by players
and displaying game screens are so connected via communication
lines as to be able to communicate operation signals necessary for
the progresses of games, thereby administering the progresses of
games in a tournament made up of a plurality of rounds in which
competition games of a specified number of combinations are set and
having indefinite competition times set for the respective
competition games at least in the first round, the system
comprising winner determining means for determining a winner
advancing to the next round based on a game result of the
competition game of each combination every time the competition
game of each combination constituting the one round finishes;
combination determining means for fitting the winner determined by
the winner determining means in one combination of the competition
game constituting the next round; and competition starting means
for instructing the start of the competition game of the next round
to the game terminal units included in the combination if the one
combination is filled up with the competitors as a result of the
additional winner fitted in the one combination.
[0011] By the construction as above, the winner advancing to the
next round is determined based on the game result of the
competition game of each combination by the winner determining
means every time ending the competition game of each combination
constituting the one round in which the competition times of the
respective competition games are indefinite. The winner determined
by the winner determining means is fitted in one combination of the
competition game constituting the next round by the combination
determining means. The start of the competition game of the next
round is instructed to the game terminal units included in the
combination by the competition starting means if the one
combination is filled up with the competitors as a result of the
additional winner fitted in the one combination.
[0012] The administration system preferably further comprises watch
means for causing a game screen of an ongoing competition game
constituting the one round to be displayed on a competition waiting
terminal unit, which is a game terminal unit included in the one
combination, until the one combination is filled up with the
competitors after the winner is fitted in the one combination.
[0013] With this arrangement, the watch means causes the game
screen of the ongoing competition game constituting the one round
to be displayed on the competition waiting terminal unit, which is
the game terminal unit included in the one combination, until this
combination is filled up with the competitors after the winner is
fitted in this combination. Accordingly, the game terminal unit
(competition waiting terminal unit) enters a standby state for the
next round until the one combination is filled up with the
competitors after the winner is fitted in the one combination by
the combination determining means. However, since the game screen
of the ongoing competition game is displayed on this game terminal
unit, the player playing this game terminal unit can watch the
game, thereby suppressing a drop in the interest caused by the
occurrence of the competition standby state.
[0014] Preferably, the combination determining means preferentially
fits the winner determined by the winner determining means in one
combination, in which at least one winner is already fitted, out of
the combinations constituting the next round.
[0015] With this arrangement, the combination determining means
preferentially fits the winner determined by the winner determining
means in the one combination, in which at least one winner is
already fitted, out of the combinations constituting the next
round. Accordingly, the winner determined by the winner determining
means is preferentially fitted in the combination, in which at
least one winner is already fitted, out of the combinations
constituting the next round. Thus, the combination can be
efficiently filled up with the competitors, thereby suppressing the
occurrence of waiting times until the start of the next round.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG. 1 is a construction diagram of a game system to which a
game progress administration system of the invention is
applied,
[0017] FIG. 2 is a perspective view showing the external appearance
of one embodiment of a client terminal unit,
[0018] FIG. 3 is a hardware construction diagram showing one
embodiment of the client terminal unit,
[0019] FIG. 4 is a functional construction diagram showing one
example of a control unit of the client terminal unit,
[0020] FIG. 5 are tables showing one example of assigning
conditions for ranks representing strength levels of players in
this game and given by a rank determining section,
[0021] FIG. 6 is a table showing one example of tile discarding
times TA set for the respective ranks and stored in a
discarding-time storage,
[0022] FIG. 7 is a construction diagram showing one example of the
game system,
[0023] FIG. 8 are diagram showing examples of contents of
processing by a progress status updating section,
[0024] FIG. 9 is a hardware construction diagram showing one
example of a central server,
[0025] FIG. 10 is a functional construction diagram showing one
example of a control unit of the central server,
[0026] FIG. 11 is a diagram showing one example of a rule for
fitting participating terminal units in combinations of a
tournament by a combination determining section,
[0027] FIG. 12 is a flow chart showing one example of processes
carried out by the client terminal unit (first half),
[0028] FIG. 13 is a flow chart showing one example of processes
carried out by the client terminal unit (second half),
[0029] FIG. 14 is a detailed flow chart showing one example of a
process of administering the tile discarding time TA in a
competition process carried out in Step S109 of the flow chart
shown in FIG. 12,
[0030] FIG. 15 is a flow chart showing one example of processes
carried out by the central server (first half),
[0031] FIG. 16 is a flow chart showing one example of processes
carried out by the central server (second half),
[0032] FIG. 17 is a detailed flow chart showing one example of a
game watching process carried out in Step S331 shown in FIG. 15 and
Step S345 shown in FIG. 16,
[0033] FIG. 18 is a diagram showing one example of a progress
status displaying screen displayed on a monitor of the client
terminal unit in Step S121 of the flow chart shown in FIG. 12,
[0034] FIG. 19 is a diagram showing another example of the progress
status displaying screen displayed on the monitor of the client
terminal unit in Step S121 of the flow chart shown in FIG. 12,
[0035] FIG. 20 is a diagram showing still another example of the
progress status displaying screen displayed on the monitor of the
client terminal unit in Step S121 of the flow chart shown in FIG.
12,
[0036] FIG. 21 is a diagram showing one example of a game watch
screen displayed on the monitor of the client terminal unit in Step
S133 of the flow chart shown in FIG. 13,
[0037] FIG. 22 is a diagram showing another example of the game
watch screen displayed on the monitor of the client terminal unit
in Step S133 of the flow chart shown in FIG. 13, and
[0038] FIG. 23 is a diagram showing another mode of the progress
status displaying screen displayed on the monitor of the client
terminal unit in Step S121 of the flow chart of FIG. 12.
BEST MODES FOR EMBODYING THE INVENTION
[0039] FIG. 1 is a construction diagram of a game system to which a
game progress administration system of the present invention is
applied. The game system is provided with client terminal units
(corresponding to a part of the game progress administration system
and game terminal units) 1 assigned with corresponding
identification information, a plurality of hubs (HUBs) 2 each
communicably connected with a plurality of (eight in this example)
client terminal units 1 via special lines 5, and a central server 3
(corresponding to the game progress administration system)
communicably connected with a plurality of client terminal units 1
via the hubs 2, communication lines 4 and a network such as WWW
network to administer games played by a plurality of players using
the client terminal units 1.
[0040] Each client terminal unit 1 receives specified operations a
player carries out while referring to a game screen displayed on a
monitor, and proceeds with a game in accordance with instruction
information transmitted from the central server 3, operation
signals from the other client terminal units 1 and the like.
[0041] The identification information assigned in correspondence
with each client terminal unit 1 includes identification
information of a shop where this client terminal unit 1 is
installed, and identification information (referred to as a
"terminal number") of this client terminal unit 1 in the shop where
this client terminal unit 1 is installed. For example, if the
identification information of the client terminal unit 1 in a shop
A is "4", the identification information of this client terminal
unit 1 is "a4".
[0042] Each hub 2 is communicably connected with a plurality of
(eight in this example) client terminal units 1 and the central
server 3, and transmits and receives data to and from the client
terminal units 1 and the central server 3. The hub 2 is installed
in each shop and the identification information of the hub 2
installed in the shop A is hub A.
[0043] The central server 3 is so connected with the client
terminal units 1 to be operated by players via the communication
lines 4 (and the hubs 2) as to be able to communicate operation
signals necessary for the progress of the game, and administers the
progresses of competition games of a tournament comprised of a
plurality of rounds (three rounds in this example).
[0044] FIG. 2 is a perspective view showing the external appearance
of one embodiment of the client terminal unit 1. Although a video
game apparatus for business use integrally constructed with a
monitor is described as one example of the client terminal unit in
the following description, the present invention is not
particularly limited to this example and is similarly applicable to
video game apparatuses for home use constructed by connecting video
game machines for home use with home televisions, personal
computers that function as video game apparatuses by executing a
video game program, etc.
[0045] In this embodiment, competition games played using the
client terminal units 1 according to the present invention are
mahjong games simulating a mahjong tournament comprised of a
plurality of rounds (three rounds in this example) having
competition games of a specified number of combinations set,
wherein the player operating each client terminal unit 1 competes
with those operating the other client terminal units 1 or CPU
player(s). It should be noted that each competition game in the
first round to the third round (final round) is an east round (four
positions with east as a prevailing wind) without time limit. 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 the hubs 2, the central server 3, etc.
and information on game progress statuses are saved in the client
terminal units 1 (in progress status storages 162d to be described
later with reference to FIG. 4).
[0046] Here, the game played using the client terminal units 1
according to the present invention are described in detail. The
games are mahjong games simulating a mahjong tournament comprised
of the first round having four combinations by sixteen competitors
(client terminal units 1 whose participation was received or CPU
players), the second round having two combinations by the winners
(eight competitors) of the first round, and the third round (final
round) having one combination by the winners (four competitors) of
the second round. One combination is comprised of four competitors,
out of which the top twos (competitors in the first and second
places) advance to the next round.
[0047] The competition game in each round is an east round (four
positions with east as a prevailing wind) and has no limit in the
competition time. In other words, despite an elapsed time
(=competition time) from the starting time of the competition, the
competition game is judged to be ended when the east round
comprised of four winds with east as a prevailing wind is ended,
and scores as game results (points of virtual chips of the
respective competitors) are transmitted from the client terminal
units 1 to the central server 3 (see Step S117 of FIG. 12).
[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 a user ID and the like stored in an individual card, and a
coin receiving device 15 for receiving coins inserted by the
player.
[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 coin receiving device 15 is
provided with a coin outlet 151 to which the coin is discharged in
the case where the inserted coin is a defective coin or the like.
The individual card is a magnetic card, an IC card or the like in
which the individual information such as the 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. 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.
[0050] 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
processes, and a ROM 163 storing specified image information, a
game program and the like to be described later.
[0051] An external input/output controller 171 converts the
detection signals into digital signals to be used for the processes
between the control unit 16 and detectors including the card reader
13, the touch panel 11a 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.
[0052] 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.
[0053] 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 and vertically and
horizontally arranged at specified intervals by a transparent
cover, and is attached 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 urging the selection or
the like displayed on the screen of the monitor 11 and the pressed
position.
[0054] 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.
[0055] 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. Some or all of the read image data, sound data,
control program data, etc. are saved in the RAM 162. Thereafter,
the CPU 161 performs processes 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.
[0056] Out of various data stored in the ROM 163, those that can be
stored in a detachable storage 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.
[0057] 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.
[0058] Here, one example of an individual authentication method in
each client terminal unit 1 is described. The individual
authentication is for authenticating 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 using 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. Then, the user ID data is transmitted to the shop server
2 connected via the network communicator 18 and the network and
further transmitted from the shop server 2 to the central server 3
via the communication line to be stored in a player information
storage 362a to be described later. In this way, the player is
registered in the central server 3.
[0059] In the case where a player already registered in the central
server 3 plays using the client terminal unit 1, user ID data is
read from an inserted individual card by the card reader 13. Then,
the user ID data is 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
user ID is identical with any of user IDs stored in the player
information storage 362a to be described later. 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 registration again).
[0060] FIG. 4 is one example of 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, an
item assigning section 161b for virtually assigning a specified
number of items to the player satisfying specific conditions, a
result judging section 161c for judging the ranking of the player
in the game every time the game is ended, an item transferring
section 161d for transferring a specified number of items virtually
possessed by one player to other players based on the judgment
result of the result judging section 161c, a rank determining
section 161e for determining a rank representing the level of the
player's strength in the game based on the number of the items the
player virtually possesses, a timer 161f for measuring time, an
extension request receiving section 161g for receiving an operation
of requiring the extension of a tile discarding time to be
described later from the player, and an extension processing
section 161g for processing the extension of the tile discarding
time.
[0061] The CPU 161 of the control unit 16 is also provided with a
progress status updating section 161k for updating information on
the progress status of the game stored in the progress status
storage 162d to be described later, and a progress status
transmitting/receiving section 161m for transmitting and receiving
information on the progress status of the game to and from the
other client terminal units 1.
[0062] The RAM 162 of the control unit 16 is further provided with
a rank storage 162a for storing the number of items and the rank in
correspondence with the identification information of the player, a
discarding-time storage 162b for storing a tile discarding time TA
to be described later for each rank, a table storage 162c for
storing table information as information on a mahjong table where
the client terminal unit 1 is virtually playing mahjong, the
progress status storage 162d for storing information on the
progress status of the game on the mahjong table where the client
terminal unit 1 is virtually playing mahjong, a watched table
storage 162e for storing table information as information on a
mahjong table the client terminal unit 1 is virtually watching, a
watched table progress status storage 162f for storing information
on the progress status of the game on the mahjong table the client
terminal unit 1 is virtually watching, and a watching terminal
storage 162g for storing the identification information of the
client terminal unit 1 corresponding to a spectator virtually
watching the mahjong table where the client terminal unit 1 is
competing.
[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 and the mahjong rules.
The game progress controlling section 161a also forces the draw of
a tile upon the lapse of the tile discarding time TA which is a
time limit from the draw of one tile to the discard of one tile
measured by the timer 161f.
[0064] The item assigning section 161b virtually assigns items
(here, items called "dragon chips") to the player satisfying the
specified conditions, increases or decreases points the player
virtually possesses, and stores the item number and the points in
the rank storage 162a in correspondence with the identification
information of the player. It should be noted that the points the
player virtually possesses also one kind of items similar to the
dragon chips.
[0065] Here, a method for increasing and decreasing the points and
the item assigning conditions are specifically described. A
specified number of points are added to the points the player
virtually possesses when the player completed a winning hand during
the game, whereas a specified number of points are subtracted when
the player discarded a tile to let the other player complete a
winning hand. For example, if the player completed a winning hand,
points are added at a ratio of 20 points to 1000 marks that have
been won. If the player discarded the tile to let the other player
complete a winning hand, points are subtracted at a ratio of 20
points to 1000 marks that have been lost. If the points reach 1000
or more, three items called dragon chips are virtually given.
[0066] The result judging section 161c judges the ranking in the
descending order of the marks the players virtually possess in the
form of chips when the game is ended. At the start of the game, all
the players virtually possess the same marks (initial marks) in the
form of chips. The initial marks are, for example, 20000 marks.
[0067] The item transferring section 161d is for transferring
specified numbers of items among the players out of those virtually
possessed by the players based on the judgment result of the result
judging section 161c after the ranking was judged by the result
judging section 161c. Specifically, one dragon chip is transferred
from the player of the fourth place to the player of the first
place. The item transferring section 161d renewably stores the
number of the dragon chips in the rank storage 162a.
[0068] The rank determining section 161e is for determining the
rank representing the level of the player strength in the game
based on the number of the items the player virtually possesses. A
specific rank determining method is described below with reference
to FIG. 5.
[0069] FIG. 5A is one example of a table showing assigning
conditions for ranks (tenth Kyu to first Kyu) representing the
level of the player's strength and determined by the rank
determining section 161e. A player playing this game for the first
time is assumed to have a rank of tenth Kyu. For example, the rank
is assumed to be the ninth Kyu in a point range of 100 to 199. As
the points increase (or decrease), the rank is raised (or lowered).
The rank is assumed to be the first Kyu in a point range of 900 to
999. The rank is assumed to be the first Dan when the points become
1000 or more.
[0070] FIG. 5B is one example of a table showing assigning
conditions for ranks (first Dan to eighth Dan) representing the
level of the player's strength and determined by the rank
determining section 161e. As described above, the item assigning
section 161b virtually assigns three items called dragon chips to
the player whose points become 1000 or more. As a result of a
transfer by the item transferring section 161d of dragon chips
virtually possessed by the players among the players based on the
judgment result by the result judging section 161c, the numbers of
the dragon chips virtually possessed by the players change and are
renewably stored in the rank storage 162a. For example, the rank is
assumed to be the second Dan when the number of the dragon chips is
5 or more, but below 10. As the number of the dragon chips increase
(or decrease), the rank is raised (or lowered). The rank is assumed
to be the eighth Dan when the number of the dragon chips becomes 46
or more. It should be noted that, if a player of first Dan comes to
possess no dragon chip as a result of a game, he is lowered to
first Kyu.
[0071] Specifically, the rank determining section 161e determines a
corresponding rank based on the points determined by the item
assigning section 161b and the number of items determined by the
item assigning section 161b and the item transferring section 161d
with reference to the rank tables shown in FIG. 5.
[0072] The timer 161f is for measuring the remaining time of the
tile discarding time TA that is a time limit from the draw of one
tile to the discard of one tile. The game progress controlling
section 161a receives the entry of the selection of the tile to be
discarded from the player by means of the touch panel 11a only
within this tile discarding time TA. Here, the timer 161f sets the
tile discarding time TA by reading the rank of the player from the
rank storage 162a and the tile discarding time TA corresponding to
the read rank from the discarding-time storage 162b.
[0073] The extension request receiving section 161g receives the
depression of a later-described long-thought button (see FIG. 21)
displayed on the monitor 11 as a discarding-time extension request
signal based on a signal from the touch panel 11a.
[0074] The extension processing section 161h judges whether or not
the depression of the long-thought button of the touch panel 11a by
the player (reception of the discarding-time extension request
signal by the extension request receiving section 161g) has been
received at least within the tile discarding time TA (here, within
10 seconds after the draw of one tile) and whether or not the
number of extensions of the tile discarding time TA does not exceed
a predetermined number (here, 0 time) (the tile discarding time TA
has not been extended yet), and permits the reception of the
extension request of the tile discarding time TA if the above
restricting conditions are satisfied. In the case of permitting the
reception of the extension request, the extension processing
section 161h adds a specified extra time .DELTA.T (e.g. five
seconds) to the remaining time of the tile discarding time TA
measured by the timer 161f.
[0075] The rank storage 162a is for storing the number of the items
and the rank in correspondence with the identification information
of the player. Here, the number of the items and the rank
corresponding to the identification information of the player are
read from the player information storage 362a of the central server
3 to be described later and stored in the rank storage 162a by the
game progress controlling section 161a at the start of the
game.
[0076] The discarding-time storage 162b is for storing the tile
discarding time TA for each rank. Here, the tile discarding time TA
set for each rank is read from a storage of the central server 3
and stored in the discarding-time storage 162b by the game progress
controlling section 161a at the start of the game.
[0077] FIG. 6 is one example of a table showing the tile discarding
times TA set for the respective ranks and stored in the
discarding-time storage 162b. The higher the rank, the shorter the
tile discarding time TA is set. As shown in FIG. 6, the tile
discarding time TA is, for example, set to be 5.5 seconds for tenth
Kyu, 5.0 seconds for third Kyu, 4.5 seconds for third Dan and 4.0
seconds for seventh Dan.
[0078] Since the tile discarding time TA is set in accordance with
the rank in this way, a suitable tile discarding time TA is set
according to the player's strength in the mahjong game and the game
smoothly proceeds. In other words, as the player becomes stronger
(has a higher rank), he can select a tile to be discarded within a
shorter period of time. The progress of the game can be advanced by
letting strong players select tiles to be discarded within shorter
tile discarding times TA.
[0079] Referring back to the construction diagram shown in FIG. 4,
the functional construction of the client terminal unit 1 is
described. The table storage 162c is for storing the table
information generated by a combination determining section 361d of
the central server 3 to be described later and relating to the
mahjong table where the client terminal unit 1 is virtually playing
mahjong. Specifically, the table storage 162c stores the
identification information of the client terminal units 1
constituting the mahjong table where the client terminal unit 1 is
virtually playing mahjong, the player information such as the ranks
of the players operating the respective client terminal units 1
constituting the mahjong table where the client terminal unit 1 is
virtually playing mahjong, and the like.
[0080] The progress status storage 162d is for storing information
on the progress status of the game on the mahjong table where the
client terminal unit 1 is virtually playing mahjong, specifically
for storing information on the progress status of the game
necessary to display a competition screen similar to a game watch
screen 630 shown in FIG. 21 and storing the hand information,
discarded tile information, chip information and the like of four
competitors constituting the mahjong table.
[0081] The watched table storage 162e is for storing the table
information that is information on the mahjong table (hereinafter,
"watched table") determined by a game watch instructing section
361f of the central server 3 to be described later and serving as a
subject of the game watch screen 630 to be displayed on the monitor
11 of the client terminal unit 11 (=the player of the client
terminal unit 1 is virtually watching), the game watch screen 630
being described later with reference to FIG. 21. Specifically, the
watched table storage 162e is for storing the identification
information of the client terminal units constituting the watched
table, the player information such as the ranks of the players
operating the respective client terminal units 1 constituting the
mahjong table where the client terminal unit 1 is virtually playing
mahjong.
[0082] The watched table progress status storage 162f is for
storing information on the progress status of the game at the
watched table, specifically for storing information on the progress
status of the game necessary to display the game watch screen 630
shown in FIG. 21 and the hand information, discarded tile
information, chip information and the like of four competitors
constituting the watched table.
[0083] The watching terminal storage 162g is for storing the
identification information of other client terminal units 1
(hereinafter, "watching terminal units 1.alpha.") corresponding to
spectators virtually watching the mahjong table where the client
terminal unit 1 is competing.
[0084] Specifically, the watching terminal units 1.alpha. are the
other client terminal units 1 operated by the players as spectators
watching the mahjong table ("watched table") where the client
terminal unit 1 is competing. In other words, the watching terminal
units 1.alpha. are the client terminal units 1 in which the game
watch screen of FIG. 21 showing the competition status of the
watched table is displayed on the monitors 11.
[0085] The progress status updating section 161k is for updating
the progress status of the game stored in the progress status
storage 162d by transmitting and receiving information on the
progress status of the game between the client terminal unit 1 and
the other client terminal units 1 (hereinafter, "competitor
terminal units 1.beta.) constituting the mahjong table where the
client terminal unit 1 is virtually playing mahjong in accordance
with the table information stored in the table storage 162c.
[0086] The progress status updating section 161k also receives an
instruction from the central server 3, stores the identification
information of the watching terminal units 1.alpha. in the watching
terminal storage 162g, and causes the progress status receiving
section 161m to transmit the information on the progress status of
the game stored in the progress status storage 162d to the watching
terminal units 1.alpha. if the mahjong table where the client
terminal unit 1 provided with this progress status updating section
161k is playing as a competitor is determined as a mahjong table to
be watched by the other client terminal units 1 (watching terminal
units 1.alpha.) by the game watch instructing section 361f of the
central server 3 to be described later.
[0087] The progress status transmitting/receiving section 161m
updates the information on the progress status of the game stored
in the watched table progress status storage 162f by receiving the
information on the progress status of the game from master clients
(hereinafter, "watched terminal units 1.gamma.") constituting the
watched table.
[0088] The progress status transmitting/receiving section 161m also
reads the information on the progress status of the game stored in
the progress status storage 162d and transmits it to the watching
terminal units 1.alpha. in accordance with an instruction from the
progress status updating section 161k.
[0089] Here, a case where client terminal units a1, a3 connected
with a hub A via special lines 5 and a client terminal unit b8
connected with a hub B via a special line 5, and a client terminal
unit c2 connected with a hub C via a special line 5 play a game in
the same game space as shown in FIG. 7 is specifically described
for the contents of the process of the progress status updating
section 161k with reference to FIG. 8.
[0090] Here is described a case where the client terminal units a1,
a3, b8 and c2 are virtually combined to play a game at the same
table (in the same game space) by the central server 3. The central
server 3 sets the client terminal unit 2 (here, client terminal
unit a1) received at an earliest timing as a "master client"
fulfilling the central role in the transmission and reception of
information among the client terminal units 1, sets the other
client terminal units 1 as "slave clients" fulfilling subordinate
roles in the transmission and reception of information among the
client terminal units 1, and transmits the result of the setting to
the respective client terminal units 1. Each client terminal unit 1
stores the received result of setting the master client and the
slave clients in the table storage 162a.
[0091] FIG. 8 are diagrams showing examples of contents transmitted
and received in the form of operation signals by the progress
status updating sections 161k of the client terminal units a1, a3,
b8 and c2. Here is described a case where the master client is the
client terminal unit 1a. FIG. 8A is a diagram showing transmission
paths of operation signals from the master client a1 to the slave
clients a3, b8 and c2, and FIG. 8B is a diagram showing
transmission paths of operation signals from the slave clients a3,
b8 and c2 to the master client a1.
[0092] As shown in FIG. 8A, the operation signal from the master
client a1 is transmitted to the slave client a3 via the hub A.
Further, the operation signal from the master client a1 is
transmitted to the slave client b8 via the hub A, communication
lines 4a, 4b and hub B. Similarly, the operation signal from the
master client a1 is transmitted to the slave client c2 via the hub
A, communication lines 4a, 4c and hub C.
[0093] As shown in FIG. 8B, the operation signal from the slave
client a3 is transmitted to the master client a1 via the hub A.
Further, the operation signal from the slave client b8 is
transmitted to the master client a1 via the hub B, communication
lines 4b, 4a and hub A. Similarly, the operation signal from the
slave client c2 is transmitted to the master client a1 via the hub
C, communication lines 4c, 4a and hub A.
[0094] Specifically, the master client a1 transmits the operation
information of its own to all the other client terminal units 1
(=slave clients a3, b8 and c2), and receives the operation signals
from the slave clients a3, b8 and c2 and further transmits each
received operation signal to all the slave clients (e.g. slave
clients b8 and c2) except the one (e.g. slave client a3) from which
the operation signal was received. Further, the slave clients a3,
b8 and c2 transmit the operation information of their own to the
master client a1, and receive the operation signals from all the
other client terminal units 1 (e.g. the slave clients b8 and c2)
via the master client a1.
[0095] In this way, the information in the progress status storages
162d is updated every time the operation signals from the client
terminal units a1, a3, b8 and c2 are received through the
transmission of the operation signals from the respective client
terminal units 1 (client terminal units a1, a3, b8 and c2) by the
progress status updating sections 161k of the client terminal units
a1, a3, b8 and c2. Thus, the client terminal units a1, a3, b8 and
c2 proceed the game using the progress information stored in the
progress status storages 162d of the respective client terminal
units 1, whereby the temporary synchronization in the progress of
the game (progress statuses of the game are brought into
coincidence) among the client terminal units a1, a3, b8 and c2 can
be easily controlled.
[0096] FIG. 9 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
processes, and a ROM 363 storing specified image information and
the like beforehand.
[0097] Out of various data stored in the ROM 363, those that can be
stored in a detachable storage 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.
[0098] The network communicator 38 is for transmitting and
receiving various data to and from a plurality of client terminal
units 1 via a network such as WWW. It should be noted that a game
progress administration program of the present invention is stored
in the ROM 363 and loaded into the RAM 362, and the game progress
administration program in the RAM 362 is successively executed by
the CPU 361 to realize the respective functions.
[0099] FIG. 10 is one example of 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 a participation receiving
section 361a for receiving the participation in the competition
game from the client terminal units 1, and a participating terminal
number counting section 361b for counting a participating terminal
number RN that is the number of the participating terminal units 1r
as the client terminal units 1 whose participation was received by
the participation receiving section 361a.
[0100] The CPU 361 of the control unit 36 is also provided with a
winner determining section (corresponding to winner determining
means) for determining players advancing to the next round (=second
round (or third round)) as winners every time the competition game
of each combination constituting the first round (or second round)
ends; a combination determining section 361d (corresponding to
combination determining means) for fitting the winners determined
by the winner determining section 361c to one combination of the
competition game constituting the next round (=second round (or
third round)) (hereinafter, combination to which the winners are
fitted by the combination determining section 361d is referred to
as a "selected combination ST"); a competition starting section
361e (corresponding to competition starting means) for instructing
the start of the competition game of the next round (=second round
(or third round)) to the client terminal units 1 included in the
selected combination St if it is judged that the selected
combination ST has been filled up with four competitors as a result
of fitting the winner player to the selected combination ST; and a
game watch instructing section 361f (corresponding to game watch
means) for causing the game screen of an ongoing competition game
constituting the previous round (=first round (or second round)) to
be displayed on competition waiting terminal units 1w, which are
client terminal units 1 included in the selected combination ST,
until the selected combination ST is filled up with four
competitors after the winner player was fitted to the selected
combination St.
[0101] The CPU 361 of the control unit 36 is further provided with
a watching game selecting section 361g (corresponding to watching
game selecting means) for selecting a competition game of one
combination in accordance with a specified rule from the ongoing
competition games constituting the first round (or second round),
and a degree of progress evaluating section 361h (corresponding to
degree of progress evaluating means) for evaluating degrees of
progress of the competition games of the combinations constituting
the round for each round.
[0102] The CPU 361 of the control unit 36 is furthermore provided
with a player information storage 362a for storing the number of
items, the rank and the like of each player in correspondence with
the identification information of the player (user ID data), and a
combination storage 362b for storing combination information
determined by the combination determining section 361d.
[0103] The participation receiving section 361a receives the
participation in the competition game from the client terminal
units 1, specifically receives the identification information of
the players necessary for the individual authentication from the
client terminal units 1 and conducts the individual
authentication.
[0104] The participating terminal number counting section 361b
counts up the participating terminal number RN every time the
participation in the competition game is received by the
participation receiving section 361a, and resets the participating
terminal number RN to 0 if the participating terminal number RN is
in agreement with a maximum participating terminal number RNM
(here, 16) that is a total number of game terminal units
constituting the competition game tournament or if a reset time LT
(e.g. 5 sec.) elapses after a timing at which the participating
terminal number RN changed from 0 to 1 (i.e. timing at which the
participation in the competition game is first received by the
participation receiving section 361a after the reset).
[0105] Specifically, the participating terminal number counting
section 361b counts the number of the participating terminal units
1r, whose participation in the competition game was received by the
participation receiving section 361a and to which no instruction
was given to start the competition by the competition starting
section 361e, as the participating terminal number RN.
[0106] The winner determining section 361c determines winners
advancing to the next round (=second round (or third round)) based
on the game result of the competition game of each combination
received from the client terminal unit (master client) every time
the competition game of each combination constituting the first
round (or second round) ends. Here, out of four competitors of each
competition game, the top twos (players in the first and second
places) are determined as winners advancing to the next round.
[0107] The combination determining section 361d is for fitting the
participating terminal units 1r as the client terminal units 1
whose participation was received by the participation receiving
section 361a to a combination constituting the first round of the
competition game tournament in accordance with a specified rule,
storing the combination information of the respective combinations
constituting the first round in the combination storage 362b, and
transmitting the combination information (here, table information)
to the client terminal units 1, thereby causing the client terminal
units 1 to store the combination information in the table storages
162c.
[0108] FIG. 11 is one example of a diagram showing the rule of
fitting the participating terminal units 1r in the combinations of
the tournament by means of the combination determining section
361d. As described above, the tournament here is the one with three
rounds and comprised of frames A1 to G4 in which sixteen players
(sixteen participating terminal units 1r) are fitted. As shown in
FIG. 11, in the first round, the competition games are played in a
total of four groups (at four tables A to D) including group A made
up of four players A1 to A4, group B made up of four players B1 to
B4, . . . , group D made up of four players D1 to D4. In the second
round, the competition games are played at a total of two tables E,
F among eight players, who were in the first place or in the second
place (winners) in the first round. In the final round, the
competition game is played at one table constituted by four winners
in the second round.
[0109] At the left end of FIG. 11 are written order numbers PN1 to
PN3 representing the order of fitting the players in the
combinations of the respective rounds of the tournament.
Specifically, four players are fitted in the same order of the
tables (tables A, B, C and D); and the remaining eight players are
similarly fitted. In this way, the combination determining section
361d fits the participating terminal units 1r in the combinations
constituting the first round of the competition game tournament so
as to substantially equalize the numbers of the participating
terminal units 1r fitted in the respective combinations (tables A
to D) of the first round of the competition game tournament.
[0110] The functional construction diagram shown in FIG. 10 is
described again. The combination determining section 361d starts
the process of fitting the participating terminal units 1r in the
combinations of the competition game tournament again from a timing
at which the participating terminal number RN is reset by the
participating terminal number counting section 361b. In other
words, the process of fitting the participating terminal units 1r
in the combinations of the competition game tournament is carried
out again if the sixteen participants constituting the first round
of the tournament have been fitted or the reset time LT (e.g. 5
seconds) has lapsed after the start of the process of fitting the
participating terminal units 1r in the tournament. This process of
fitting the participating terminal units 1r in the combinations is
repeatedly carried out.
[0111] The combination determining section 361d further monitors
the respective combinations of the competition games constituting
the next round (=second round (or third round)) and fits the
winners to one combination (hereinafter, combination to which the
winners are fitted by the combination determining section 361d is
referred to as a "selected combination ST") every time the winners
are determined by the winner determining section 361c.
[0112] Specifically, the combination determining section 361d fits
the winners determined by the winner determining section 361c
preferentially in the combination, in which at least one winner is
already fitted, out of the combinations constituting the next round
(=second round (or third round)). Here, since each combination is
constituted by four competitors and two winners are determined by
the winner determining section 361c, the combination determining
section 361d fits the winners preferentially in the combination in
which two winners are already fitted.
[0113] In other words, the combination determining section 361d
fits the winners determined by the winner determining section 361c
in the combination, in which two winners are already fitted, out of
the combinations constituting the next round (=second round (or
third round) if there is any such combination, and selects a
combination, in which no winner has been fitted yet, out of the
combinations constituting the next round (=second round (or third
round)) and fits the winners determined by the winner determining
section 361c therein if there is no combination in which two
winners are already fitted.
[0114] In addition, the combination determining section 361d
selects one client terminal unit 1 as a master client from the
client terminal units 1 included in the combination and selects the
remaining client terminal units 1 as slave clients when the
combination is filled up with four competitors. Here, the
combination determining section 361d selects the client terminal
unit 1 having participated at an earliest timing as a master client
in each combination of the first round, and selects the client
terminal unit 1 whose result in the first round (or second round)
was the first place as a master client out of the two client
terminal units 1 first fitted in each combination in the second
round (or third round).
[0115] The competition starting section 361e allots one game space
(virtual table) to one combination in accordance with the
combinations constituting the first round of the tournament
generated by the combination determining section 361d, and
instructs the participating terminal units 1r to start the
competition games of each round.
[0116] The competition starting section 361e also allots one game
space (virtual table) to the selected combination ST and instructs
the participating terminal units 1r included in this selected
combination ST to start the competition game of the next round
(=second round (or third round)) if the selected combination ST is
filled up with four competitors as a result of fitting the winners
in the selected combination ST.
[0117] The game watch instructing section 361f causes the game
screen of an ongoing competition game constituting the previous
round (=first round (or second round)) to be displayed on the
competition waiting terminal units 1, which are the client terminal
units 1 included in the selected combination ST, until the selected
combination ST is filled up with four competitors after the winners
are fitted to the selected combination ST.
[0118] The game watch instructing section 361f also causes the game
screen of the competition game of one combination selected by the
watching game selecting section 361g to be displayed on the
competition waiting terminal units 1w. As described later, the
watching game selecting section 361g selects the combination having
the most advanced degree of progress out of the combinations of the
competition games constituting the previous round (=first round (or
second round)). Thus, the game watch instructing section 361f
causes the game screen of the competition game of the combination
having the most advanced degree of progress to be displayed on the
competition waiting terminal units 1w, out of the combinations of
the competition games constituting the previous round (=first round
(or second round)).
[0119] The watching game selecting section 361g selects one
combination having the most advanced degree of progress evaluated
by the degree of progress evaluating section 361h out of the
combinations of the competition games constituting the previous
round (=first round (or second round)).
[0120] The degree of progress evaluating section 361h evaluates the
degree of progress of the competition game based on a remaining
round number KN that is the number of rounds to be played and a
drawable tile number HN that is the number of drawable tiles
remaining in a virtual pile. Specifically, the degree of progress
evaluating section 361h evaluates such that the smaller the
remaining round number KN, the higher the degree of progress of the
competition game and, if the remaining round numbers KN are equal,
evaluates such that the smaller the remaining drawable tile number
HN, the higher the degree of progress of the competition game. For
example, the remaining round number KN is one if the competition
game is at the east's third round, and the remaining round number
KN is zero if the competition game is at the east's fourth
round.
[0121] The player information storage 362a are for storing the
number of items, the rank and the like of each player in
correspondence with the identification information of the player
(user ID data). At the start of the competition game, the numbers
of items and the ranks of the respective players are transmitted to
the client terminal units 1 to be stored in the rank storages 162a.
At the end of each competition game, the numbers of the items and
the ranks stored in the rank storage 162a are updated based on
those determined by the item transferring sections 161d and the
rank determining sections 161e, and the updated numbers of items
and ranks are transmitted to the central server 3 to be stored in
the player information storage 362a.
[0122] The combination storage 362b are for storing the combination
information determined by the combination determining section 361d,
i.e. storing the identification information of the players included
in the respective combinations, master client discrimination
information (information representing distinction as to whether the
client terminal unit is a master client or a slave client) and
other information in correspondence with the identification
information of the client terminal units 1.
[0123] FIGS. 12 and 13 are one example of a flow chart of processes
carried out by the client terminal unit 1. Unless otherwise
specified, the following processes are carried out by the game
progress controlling section 161a. First, the individual
information such as the user ID data is read from the inserted
individual card by the card reader 13 (Step S101), and transmitted
to the central server 3 (Step S103).
[0124] The participation receiving section 361a of the central
server 3 receives the participation in the competition game, the
combination determining section 361d fits the client terminal units
1 in the combinations constituting the first round of the
competition game tournament, and the competition starting section
361e judges whether or not the instruction information as to the
start of the competition has been received (Step S105). If no
instruction information as to the start of the competition is
received (NO in Step S105), this routine enters a standby state. If
such instruction information is received (YES in Step S105), the
identification information and the player information such as the
ranks of the competitors are received (Step S107).
[0125] Subsequently, the extension processing section 161h
initializes the value of a flag S representing whether or not the
long-thought button was depressed during each round to 0 (Step
S108). Here, if the value of the flag S is 0, it represents that
the long-thought button was not depressed during each round (a
state where the request to extend the tile discarding time TA can
be received). If this value is 1, it represents that the
long-thought button was already depressed during each round (a
state where the request to extend the tile discarding time TA
cannot be received).
[0126] Subsequently, the competition game is executed (Step S109),
and it is judged as to whether or not the other client terminal
units (=watching terminal units 1.alpha.) corresponding to
spectators virtually watching the mahjong table where the client
terminal unit 1 is competing has been designated from the game
watch instructing section 361f of the central server 3 (whether or
not there are any spectators) (Step S111). If there are judged to
be spectators (YES in Step S111), the progress status
transmitting/receiving section 161m reads the information on the
progress status of the game stored in the progress status storage
162d and transmits it to the watching terminal units 1.alpha. (Step
S113). If there are judged not to be any spectators (NO in Step
S111), this routine proceeds to Step S115.
[0127] In the process in Step S113 is ended or if the judgment
result in Step S111 is negative, it is judged whether or not the
competition games of each round have ended (Step S115). If the
competition games are judged not to have ended (judged to be
ongoing) (NO in Step S115), this routine returns to Step S109 and
the processes of Steps S109 to S113 are repeatedly carried out. If
the competition games are judged to have ended (YES in Step S115),
the result judging section 161c judges the ranking, the item
transferring section 161d transfers the dragon chips, the rank
determining section 161e determines the ranks, and the updated
numbers of items and ranks are stored in the rank storage 162a.
Then, the scores, the ranks, and the numbers of items of the
competitors are transmitted as game results to the central server 3
(Step S117).
[0128] Then, the winner is determined by the competition
determining section 361d of the central server 3, win-loss
information representing whether or not the competitor is a winner
is received and judgment is made as to whether or not the win-loss
information representing a winner has been received (Step S119). If
the win-loss information representing a loser has been received (NO
in Step S119), this routine proceeds to Step S123. If the win-loss
information representing a winner has been received (YES in S119),
a progress status displaying screen shown in FIGS. 18 to 20 is
displayed on the monitor 11 and it is judged as to whether or not
the competition game was a final game (Step S121). If the
competition game was not a final game (was in the first or second
round) (NO in Step S121), this routine proceeds to Step S125 shown
in FIG. 13.
[0129] If the competition game was a final game (YES in Step S121)
or the win-loss information representing a loser was received in
Step S115 (NO in Step S119), an entry, e.g. by means of the touch
panel 11a is received and it is judged whether or not the
competition game continues to be played (Step S123). If it is
judged to continue to play the competition game (YES in Step S123),
this routine returns to Step S103 and processes in Steps S103 to
S121 are repeatedly carried out. If it is judged not to continue to
play the competition game (NO in Step S123), this routine is
ended.
[0130] If the judgment result in Step S121 is negative, it is
judged whether or not instruction information to the effect of
starting the competition game (hereinafter, "competition start
instruction information") has been received from the competition
starting section 361e of the central server 3 (Step S125) as shown
in FIG. 13. If the competition start instruction information has
been received (YES in Step S125), this routine returns to Step S107
shown in FIG. 12 and the processes in Step S107 and succeeding
Steps are repeatedly carried out. Unless the competition start
instruction information has been received (NO in Step S125), the
table information of the watched table is received from the game
watch instructing section 361f of the central server 3 by the
progress status transmitting/receiving section 161m and stored in
the watched table storage 162e (Step S127). Then, the information
on the progress status on the watched table is received from the
client terminal unit 1.alpha. as a master client of the watched
table by the progress status transmitting/receiving section 161m
and stored in the watched table progress status storage 162f (Step
S129). Subsequently, it is judged whether or not the competition
game is ongoing at the watched table (Step S131).
[0131] If the competition game is judged not to be ongoing at the
watched table (NO in Step S131), this routine returns to Step S125.
If the competition game is judged to be ongoing at the watched
table (YES in Step S131), the information on the progress status at
the watched table is read from the watched table progress status
storage 162f and the game watch screen 630 shown in FIG. 21 to be
described later is displayed on the monitor 11 (Step S133). Then,
it is judged whether or not the competition start instruction
information has been received from the competition starting section
361e of the central server 3 (Step S135). If the competition start
instructing information has been received (YES in Step S135), this
routine returns to Step S107 shown in FIG. 12 and the processes in
Step S107 and succeeding Steps are repeatedly carried out. If the
competition start instruction information has not been received (NO
in Step S135), this routine returns to Step S129 and the processes
in Step S129 and succeeding Steps are repeatedly carried out.
[0132] FIG. 14 is one example of a detailed flow chart showing the
process of administering the tile discarding time TA in the
competition process carried out in Step S109 of the flow chart
shown in FIG. 12. First, whether or not any tile has been drawn is
judged by means of the timer 161f (Step S201). If no tile is judged
to have been drawn (NO in Step S201), this subroutine enters a
standby state. If a tile is judged to have been drawn (YES in Step
S201), the value of a counter Ts for counting the remaining time of
the tile discarding time TA is set to an initial value T1 (=tile
discarding time TA) by the timer 161f (Step S203).
[0133] Then, the extension processing section 161h judges whether
or not the discard of the tile has been completed (Step S205). This
subroutine returns if the tile is judged to have been discarded
(YES in Step S205), whereas it is judged whether or not the value
of the flag S representing the depression of the long-thought
button during each round is 1 (Step S207) if the tile is judged not
to have been discarded (NO in Step S205). If the value of the flag
S is judged to be 1 (YES in Step S207), this subroutine proceeds to
Step S215. If the value of the flag S is judged not to be 1 (judged
to be 0) (NO in Step S207), the extension processing section 161h
causes the monitor 11 to display the long-thought button (Step
S209) and the extension request receiving section 161g judges
whether or not the long-thought button has been depressed (Step
S211).
[0134] If the long-thought button is judged not to have been
depressed (NO in Step S211), this subroutine proceeds to Step S215.
If the long-thought button is judged to have been depressed (YES in
Step S211), the extension processing section 161h sets the value of
the flag S to 1 (Step S213) and the extra time .DELTA.T is added to
the value of the counter Ts (Step S214).
[0135] The timer 161f decrements the value of the counter Ts by 1
if the process in Step S214 is completed, if the judgment result in
Step S207 is affirmative or if the judgment result in Step S211 is
negative. Then, whether or not the value of the counter Ts is equal
to or below 0 is judged by means of the timer 161f (Step S217).
[0136] If the value of the counter Ts is judged to be above 0
(larger than 0) (NO in Step S217), this routine returns to Step
S205 and processes of Steps S205 to S215 are repeatedly carried
out. If the value of the counter Ts is judged to be equal to or
below 0 (YES in Step S217), the game progress controlling section
161a carries out the discard of the tile (Step S219) and this
subroutine returns.
[0137] FIGS. 15 and 16 are one example of a flow chart of processes
carried out by the central server 3. First, the participating
terminal number counting section 361b initializes the value of the
participating terminal number RN to 0, and initializes the value of
a counter TM for counting the reset time LT set beforehand to 0
(Step S301). Subsequently, the participation receiving section 361a
judges whether or not the participation in the competition game has
been received from any client terminal unit 1 (Step S303).
[0138] If no participation in the competition game has been
received (NO in Step S303), the participating terminal number
counting section 361b increments the value of the counter TM only
by one (Step S305) and judges whether or not the value of the
counter TM has been equal to or above the reset time LT (Step
S307). This routine returns to Step S303 if this value is judged
not to be equal to or larger than the reset time LT (below the
reset time LT) (NO in Step S307), whereas this routine proceeds to
Step S319 if this value is judged to be equal to or larger than the
reset time LT (YES in Step S307).
[0139] If the participation in the competition game has been
received (YES in Step S303), the combination determining section
361d fits the participating terminal unit 1r as the client terminal
unit 1 whose participation was received by the participation
receiving section 361a in Step S303 in a combination of the
competition game tournament (Step S309). The participating terminal
number RN is incremented only by 1 by the participating terminal
number counting section 361b (Step S311), and it is judged whether
or not the participating terminal number RN is equal to or larger
than the maximum participating terminal number RNM (Step S313).
[0140] If the participating terminal number RN is judged not to be
equal to or larger than the maximum participating terminal number
RNM (below the maximum participating terminal number RNM) (NO in
Step S313), the participating terminal number counting section 361b
increments the value of the counter TM only by one (Step S315) and
judges whether or not the value of the counter TM is equal to or
larger than the reset time LT (Step S317). This routine returns to
Step S303 if this value is judged not to be equal to or larger than
the reset time LT (below the reset time LT) (NO in Step S317),
whereas this routine proceeds to Step S319 if this value is judged
to be equal to or larger than the reset time LT (YES in Step
S317).
[0141] If the judgment result in Step S307 is affirmative or if the
judgment result in Step S317 is affirmative, the combination
determining section 361d allots game terminal unit(s) 1 to be
virtually operated by CPU player(s) as lacking participating
terminal unit(s) 1r (Step S319) and this routine proceeds to Step
S321. If the participating terminal number RN is judged to be equal
to or larger than the maximum participating terminal number RNM
(YES in Step S313) or if the process in Step S319 is completed, the
competition starting section 361e instructs the participating
terminal units 1r to start the competition games of the first round
(Step S321).
[0142] Then, the winner determining section 361c judges whether or
not game results have been received from the client terminal units
1 (Step S323). This routine waits on standby if the game results
are judged not to have been received (NO in Step S323). The winner
determining section 361c determines winners if the game results are
judged to have been received (YES in Step S323) and win-loss
information is transmitted to the client terminal units 1 (Step
S325). Subsequently, the combination determining section 361d fits
the winners determined in Step S325 in the selected combination ST
of the second round (Step S327).
[0143] Subsequently, the competition starting section 361e judges
whether or not the selected combination ST has been filled up with
four players (Step S329). If the selected combination ST is judged
not to have been filled up yet (NO in Step S329), the game watch
instructing section 361f transmits instruction information to the
effect of displaying the game watch screen to the client terminal
units 1 (Step S331) and this routine returns to Step S323. If the
selected combination ST is judged to have been filled up (YES in
Step S329), the competition starting section 361e transmits
instruction information to the effect of starting the competition
game of the second round to the client terminal units (Step S333).
Then, the winner determining section 361c judges whether or not the
competition games of all the combinations (here, two) of the second
round have been started (Step S335). If it is judged that the
competition games of all the combinations of the second round have
not been started yet (NO in Step S335), this routine returns to
Step S323 and the processes of Steps S323 to S333 are repeatedly
carried out. If it is judged that the competition games of all the
combinations of the second round have been started (YES in Step
S335), the winner determining section 361c judges whether or not
game results have been received from the client terminal units 1
(Step S337) as shown in FIG. 16. If the game results are judged not
to have been received yet (NO in Step S337), this routine waits on
standby. If the game results are judged to have been received (YES
in Step S337), the winner determining section 361c determines
winners and transmits win-loss information to the client terminal
units 1 (Step S339). Subsequently, the combination determining
section 361d fits the winners determined in Step S339 in the
selected combination ST of the third round (final round) (Step
S341).
[0144] Subsequently, the competition starting section 361e judges
whether or not the selected combination ST has been filled up with
four players (Step S343). If it is judged that all the players have
not been selected yet (NO in Step S343), the game watch instructing
section 361f transmits instruction information to the effect of
displaying the game watch screen to the client terminal units 1
(Step S345) and this routine returns to Step S337. If it is judged
that all the players have been selected (YES in Step S343), the
competition starting section 361e transmits instruction information
to the effect of starting the competition game of the final round
to the client terminal units (Step S347). Then, the winner
determining section 361c judges whether or not a game result has
been received from the client terminal units 1 (Step S349). If the
game result is judged not to have been received yet (NO in Step
S349), this routine waits on standby. If the game result is judged
to have been received (YES in Step S349), the winner determining
section 361c determines a winner and transmits win-loss information
to the client terminal units 1 (Step S351), whereby this routine is
ended.
[0145] FIG. 17 is one example of a detailed flow chart showing the
game watching process carried out in Step S331 shown in FIG. 15 and
Step S345 shown in FIG. 16. First, the degree of progress
evaluating section 361h evaluates the degrees of progress of the
competition games of the combinations of each round (Step S401).
Specifically, the remaining round number KNi and the remaining
drawable tile numbers HNi (i=1 to GN) are received from the client
terminal units 1 for four combinations of the first round
(competition game combination number GN=4) or two combinations of
the second round (competition game combination number GN=2).
[0146] Then, the watching game selecting section 361g selects the
table having the most advanced degree of progress based on the
remaining round number KNi and the remaining drawable tile number
HNi (i=1 to GN) received in Step S401 (Step S403). Subsequently,
the game watch instructing section 361f transmits the
identification information of the watched terminal units 1.gamma.
to the competition waiting terminal units 1w (Step S405) and this
subroutine returns.
[0147] FIG. 18 is one example of a diagram showing a progress
status displaying screen displayed on the monitor 11 of the client
terminal unit 1 in Step S121 of the flow chart shown in FIG. 12. On
a progress status displaying screen 600, combination indicators 601
to 604 displaying the respective four combinations of the first
round are displayed on the left side; combination indicators 605,
606 displaying the respective two combinations of the second round
are displayed in the middle; and a combination indicator 607
displaying one combination of the final round is displayed on the
right side.
[0148] Four name indicators 601a to 601d, . . . , 604a to 604d
displaying the names of four competitors are displayed in each
combination indicator 601 to 604, and two name indicators 605a,
605b displaying the names of two competitors are displayed in the
combination indicator 605. Further, "Hiroshi", "Hanako", "Michael"
and "Linda" are respectively displayed as the names of the
competitors in the name indicators 603a to 603d of the combination
indicator 603, and a loser mark LM indicating a loser with x is
displayed in each of the name indicators 603b, 603d.
[0149] If the name indicators are displayed in the combination
indicators 601 to 607, as many competitors as the names displayed
in the name indicators are fitted in the corresponding
combinations. For example, it can be known that two competitors are
already fitted in since the two name indicators 605a, 605b are
displayed in the combination indicator 605. Further, "Hiroshi" and
"Michael" who are the same names as those displayed in the name
indicators 603a, 603c of the combination indicator 603 are
displayed in the name indicators 605a, 605b. Thus, it can be known
that the two winners of group C of the first round are fitted in
group E of the second round.
[0150] Further, degree of progress indicators 601e, 602e, 604e
displaying degrees of progress of the competition games are
respectively displayed at the right side of the combination
indicators 601, 602, 604. "East 4.sup.th Round, Remaining Tiles:
13", "East 4.sup.th Round, Remaining Tiles: 52" and "East 3.sup.rd
Round, Remaining tiles: 37" are displayed in the degree of progress
indicators 601e, 602e, 604e, from which it can be known that the
competition games are ongoing at East 4.sup.th round, East 4.sup.th
round and East 3.sup.rd round and the remaining drawable tile
numbers HN, which are the numbers of drawable tiles remaining in
virtual piles, are 13, 52 and 37 in the respective groups A, B, D.
Accordingly, the degree of progress is advanced in the order of
group A, group B and group D.
[0151] The progress status display screen 600 is displayed on the
monitor 11 of the client terminal unit 1 operated by the player
called "Hiroshi" (or "Michael") when this client terminal unit 1
finishes the competition of the first round (when the competition
of the group C finishes). It should be noted that a confirmation
button PBK for displaying the progress status of the tournament
when being depressed by the player is displayed at the right bottom
side of a screen such as a competition screen (not shown) displayed
during the competition. When the confirmation button PBK is
depressed, the progress status displaying screen shown in FIGS. 18
to 21 is displayed.
[0152] FIG. 19 is another example of a diagram showing a progress
status displaying screen displayed on the monitor 11 of the client
terminal unit 1 in Step S121 of the flow chart shown in FIG. 12.
Similar to the progress status displaying screen 600 shown in FIG.
18, combination indicators 611 to 617 are displayed on a progress
status displaying screen 610 and name indicators 611a to 611d, . .
. , 615a to 615d are displayed in the combination indicators 611 to
615. Further, the loser marks LM are displayed in the name
indicators 611a, 611c, 613b and 613d, and degree of progress
indicators 612e and 614e are displayed at the right side of the
combination indicators 612, 614.
[0153] Further, a message indicator 618 displaying a message "E
Table Competitors Confirmed!!" indicating that all the competitors
(four competitors) have been fitted in the group E is displayed
above the combination indicator 615. It should be noted that the
progress status display screen 610 is displayed on the monitor 11
of the client terminal unit 1 operated by the player called "Piiko"
(or "Desuko") when this client terminal unit 1 finishes the
competition of the first round (when the competition of the group A
finishes).
[0154] FIG. 20 is another example of a diagram showing a progress
status displaying screen displayed on the monitor 11 of the client
terminal unit 1 in Step S121 of the flow chart shown in FIG. 12.
Similar to the progress status displaying screen 600 shown in FIG.
18, combination indicators 621 to 627 are displayed on a progress
status displaying screen 620 and name indicators 621a to 621d, . .
. , 626a to 626d, and 627a, 627b are displayed in the combination
indicators 621 to 627. Further, the loser marks LM are displayed in
the name indicators 625c, 625d, and the like. Further, a degree of
progress indicator 626e is displayed at the right side of the
combination indicator 626.
[0155] It should be noted that the progress status display screen
620 is displayed on the monitor 11 of the client terminal unit 1
operated by the player called "Hiroshi" (or "Michael") when this
client terminal unit 1 finishes the competition of the second round
(when the competition of the group E finishes).
[0156] FIG. 21 is one example of a diagram showing the game watch
screen displayed on the monitor 11 of the client terminal unit 1 in
Step S133 of the flow chart shown in FIG. 13. It should be noted
that this game watch screen 630 is displayed on the monitor 11 of
the client terminal unit 1 operated by the player called "Hiroshi"
(or "Michael") when this client terminal unit 1 finishes the
competition of the second round (when the competition of the group
E finishes).
[0157] Hand objects 631 representing the hands of the four players
are displayed in a laid-down manner at the bottom, upper, left and
right sides of the game watch screen 630. On the game watch screen
630, a pile object 633 representing a pile of tiles including
"Dora" tiles is displayed substantially in the middle and
discarded-tile objects 632 representing discarded tiles are
displayed around the pile object 623.
[0158] Further, a game watch indicator 636 displaying game watch
information is displayed at the right upper corner of the game
watch screen 630. Since "LIVE: Table F" is displayed, it can be
known that this screen is not a competition screen (not shown)
displayed during the competition, but a game watch screen
displaying the status of the table F. Name indicators 634
displaying the names of the respective competitors in the game are
displayed between the pile object 633 and the discarded-tile
objects 632 on the game watch screen 630. It can be known from the
name indicators 634 that the names of the four competitors are, for
example, "Ichiro", "Jiro", "Saburo" and "Shiro".
[0159] In addition, similar to the competition screen (not shown)
displayed during the competition, buttons such as the long-thought
button PBH to be depressed for the extension of the remaining time
permitted to the player from the draw of a tile to the discard of a
tile during the competition are displayed at the right side of the
game watch screen 630. However, the operation of the operation
buttons is not accepted on the game watch screen 630. Further, an
information button PBI depressed in the case of displaying the
player information of the competitors is displayed substantially in
the middle of the right side of the game watch screen 630. A game
watch screen 640 shown in FIG. 22 is displayed if the information
button PBI is depressed.
[0160] FIG. 22 is another example of a diagram showing the game
watch screen displayed on the monitor 11 of the client terminal
unit 1 in Step S133 of the flow chart shown in FIG. 13. It should
be noted that this game watch screen 640 is displayed when the
information button PBI is depressed on the game watch screen 630
shown in FIG. 21.
[0161] On the game watch screen 640, information indicators 641 to
644 displaying the player information of the four competitors are
displayed at the bottom, upper, left and right sides. Further, name
indicators 641a to 644a displaying names, rank indicators 641b to
644b displaying ranks, and detail indicators 641c to 644c
displaying other pieces of detailed information are displayed in
the respective information indicators 641 to 644.
[0162] As described above, if the selected combination ST is not
yet filled up with all the competitors after the winners are fitted
in the selected combination ST by the combination determining
section 361d, the client terminal units 1 (competition waiting
terminal units 1w) included in this combination are in a standby
state for the next round (=second round (or third round)). Since
the game screen of the ongoing competition game is displayed as the
game watch screen 630 shown in FIG. 21 to the competition waiting
terminal units 1w, the players playing the competition waiting
terminal units 1w can watch the competition game, thereby
suppressing a drop in interest caused by the competition standby
state.
[0163] Further, the winner determined by the winner determining
section 361c is preferentially fitted in the combination, in which
at least one winner is already fitted (here, combination in which
two winners are already fitted), out of the combinations
constituting the next round (=second round (or third round)) by the
combination determining section 361d. Thus, the combination can be
quickly filled up with the competitors, thereby shortening
competition waiting times of the players operating the competition
waiting terminal units 1w.
[0164] Furthermore, one combination having the most advanced degree
of progress is selected by the game watch instructing section 361f,
and the game screen of the competition game of this combination is
displayed on the competition waiting terminal units 1w. Thus, the
players operating the competition waiting terminal units 1w can
watch the competition game of the combination having a high
possibility of including the competitor(s) in the next round
(=second round (third round)), thereby further improving
convenience.
[0165] For example, the game watch screen 630 shown in FIG. 21 is a
screen displayed on the client terminal unit 1 (competition waiting
terminal unit 1w) operated by "Hiroshi" (or "Michael") who is a
player waiting for the competition in the final round as a winner
of the group E of the second round displayed on the progress status
displaying screen 620 shown in FIG. 20. Since the competition
status of the group F is displayed, the competition game of the
combination (here, group F) including the competitor in the final
round can be watched.
[0166] For example, the competition status of the group A having
the most advanced degree of progress is displayed on the client
terminal unit 1 (competition waiting terminal unit 1w) of "Hiroshi"
(or "Michael") who is a player advanced to the second round as the
winner of the group C of the first round displayed on the progress
status displaying screen 600 shown in FIG. 18 and waiting for the
next competition. Thus, the competition game of the combination
(here, group A) including the competitors having a high possibility
of including the competitors in the second round can be
watched.
[0167] In addition, the degree of progress of the competition game
can be easily and accurately evaluated since it is evaluated by the
degree of progress evaluating section 361h based on the remaining
round number KN and the remaining drawable tile number HN in the
competition game comprised of a plurality of rounds (here, four
rounds) simulating mahjong.
[0168] As described above, the winner determined by the winner
determining section 361c is preferentially fitted in the selected
combination ST, which constitutes the next round (=second round (or
third round)) and in which at least one winner (here, two winners)
are already fitted, by the combination determining section 361d.
Thus, the combination can be efficiently filled up with the
competitors, and the occurrence of a waiting time until the start
of the next round (=second round (or third round)) can be
suppressed.
[0169] Further, since two winners are determined by the winner
determining section 361c even in a mahjong game in which four
competitors compete with each other, the combination can be
efficiently filled up with the competitors and the occurrence of a
waiting time until the start of the next round (=second round (or
third round)) can be further suppressed.
[0170] Although judgment is made as to whether or not the
combination has been filled up with the competitors in Steps S329
and S343 in the flow chart shown in FIGS. 16 and 15 for the sake of
convenience, it is sufficient to assume that the combination has
been filled up with the competitors every time the winners of the
competition games of two groups are determined. Specifically, since
the winners are preferentially fitted in the combination, which
constitutes the next round and in which the winners are already
fitted, the competition game of one group of the next round can be
started every time the winners of the competition games of the two
groups are determined by the winner determining section 361c,
thereby making it unnecessary for the competition starting section
361e to judge whether or not the combination has been filled up
with the competitors (the start of the competition game may be
instructed every time the winners of the two groups are determined
by the winner determining section 361c). Therefore, the process can
be simplified.
[0171] The client terminal units 1 (competition waiting terminal
units 1w) included in the selected combination ST are in the
competition standby state until the selected combination ST is
filled up with the competitors after the winners are fitted in the
select combination ST by the combination determining section 361d.
However, since the game screen of the ongoing competition game in
the previous round (=first round (or second round)) is displayed on
the competition waiting terminal units 1w, the players of the
competition waiting terminal units 1w can watch the competition
game, thereby suppressing a drop in the interest in the competition
game caused by the occurrence of the competition standby state.
[0172] In addition, since the game screen of the competition game
of the combination selected by the watching game selecting section
361g is displayed, the player needs not select the combination to
watch, thereby improving convenience.
[0173] Since the tile discarding time TA can be extended by
depressing the long-thought button PBH (see FIG. 21) as described
in the flow chart of FIG. 14, the convenience of the player can be
improved. The progress of the game is expedited since the tile
discarding times TA are set according to the ranks as described
above (see FIG. 6). On the other hand, if the tile discarding times
TA are uniformly applied, situations in which the players wish to
think longer cannot be coped with. Accordingly, the tile discarding
time TA is extended if the long-thought button PBH is depressed,
wherefore the progress of the game is expedited and, at the same
time, the convenience of the player can be improved
[0174] It should be noted that the present invention can also be
embodied as follows.
[0175] (A) Although the competition game is a mahjong game in the
description of this embodiment, it may be another competition game.
For example, it may be a competition game without time limit, for
which it is difficult to set a competition time due to the nature
of the game, such as a Go game simulating Go, a Shogi game
simulating Shogi, a chess game simulating chess, a card game
simulating ordinary card playing, Japanese card playing, Japanese
flower card playing, or a sports game simulating tennis, baseball,
table tennis, volleyball or badminton.
[0176] (B) Although the tournament comprised of three rounds and
made up of sixteen players is described in this embodiment, the
tournament may have another form. For example, each competition
game may be played by two players and the tournament may be
comprised of four rounds and made up of sixteen players.
[0177] (C) Although all the three rounds constituting the
tournament are comprised of competition games without time limit in
this embodiment, at least one round may be comprised of competition
games without time limit out of all the rounds excluding the final
round. For example, out of three rounds constituting a tournament,
a competition time may be set for the first round and competition
games without time limit are set for the second and final
rounds.
[0178] (D) Although the winner determining section 361c determines
two winners from one combination in the description of the
foregoing embodiment, it may determine one or three winners from
one combination. For example, in the mahjong games of this
embodiment, the number of the winner may be one in each combination
of each round. In this case, the tournament is comprised of sixty
four players and it becomes more difficult to win a victory,
therefore making the tournament more interesting. Further, in this
case, one competition of the next round can be started after
competitions of four groups are finished. Therefore, the effect of
shortening the competition waiting times of the players by the
combination determining section 361d is increased and the effect of
suppressing a drop in the interest by the game watch instructing
section 361f is increased.
[0179] (E) Although the combinations of the second and succeeding
rounds are determined independently of the combinations of the
first round by the combination determining section 361d in the
description of this embodiment, they may be determined beforehand
based on the combinations of the first round. In this case, if the
combination determining section 361d fits the winner determined by
the winner determining section 361c in the combination set
beforehand out of the combinations constituting the next round
(e.g. second round), and the watching game selecting section 361g
selects the competition game including the client terminal unit 1
as a competitor in the next round (e.g. second round) out of the
competition games constituting the previous round (e.g. first
round), the competition game including the client terminal unit 1
as a competitor in the next round can be watched.
[0180] (F) Although the watching game selecting section 361g
selects one combination having the most advanced degree of progress
evaluated by the degree of progress evaluating section 361h as the
watching game in the description of this embodiment, one
combination may be selected as a watching game in response to an
operation signal from the client terminal unit 1. One example of a
progress status displaying screen displayed on the client terminal
unit 1 in this case is shown in FIG. 23.
[0181] Similar to the progress status displaying screen 600 shown
in FIG. 18, combination indicators 651 to 657 are displayed on a
progress status displaying screen 650 shown in FIG. 23, four name
indicators 651a to 651d, . . . , 654a to 654d respectively
displaying the names of four competitors are displayed in the
combination indicators 651 to 654, and two name indicators 655a,
655b displaying the names of two competitors are displayed in the
combination indicator 655. Further, the loser marks LM are
displayed in the name indicators 625c, 625d and the like. In
addition, degree of progress indicators 651e, 652e, 654e displaying
degrees of progress of the competition games are respectively
displayed at the right sides of the combination indicators 651,
652, 654.
[0182] The progress status display screen 650 is displayed on the
monitor 11 of the client terminal unit 1 operated by the player
called "Hiroshi" (or "Michael") when this client terminal unit 1
finishes the competition of the first round (when the competition
of the group C finishes).
[0183] Further, a watching game selector 658 used to select a table
(group) to be watched is displayed at the right bottom side of the
progress status displaying screen 650. Table selection buttons 608a
to 608c used to select the table to be watched from three tables
(table A, table B, table D) of the first round are displayed in the
watching game selector 658. Specifically, any of the table
selection buttons 608a to 608c is depressed in the case of watching
the table A, table B or table D. Since the combination (table) to
be watched can be selected in this case, convenience can be further
improved.
[0184] (G) Although the watching game selecting section 361g
selects one combination as a watching game in the description of
this embodiment, it may select a plurality of combinations as
watching games. In this case, the competition statuses of a
plurality of combinations may be so displayed on the client
terminal unit 1 as to be simultaneously watchable or the
combination to be displayed may be switched at intervals of a
specified period among a plurality of combinations.
[0185] (H) Although the watching game selecting section 361g
selects the combination having the most advanced degree of progress
in the description of this embodiment, the combination may be
selected in accordance with another rule. For example, a table
including a player of the highest rank may be selected.
[0186] (I) Although the functional sections such as the game
progress controlling section 161a are provided in the client
terminal unit 1 in the description of this embodiment, they may be
provided in the central server 3.
[0187] (J) Although the hand objects 631 displayed on the game
watch screen 630 are displayed such that the types of the tiles
cannot be distinguished (in the laid-down state) in the description
of this embodiment, the hand object 631 of at least one player may
be displayed such that the types of the tiles can be distinguished
(e.g. in a standing state).
[0188] In this case, it can be made more interesting to watch the
game since one who is watching can know the types of the tiles.
Further, since the playing habit of the competitor can be well
found out if the types of the tiles of the competitor of the next
round can be known, the competition in the next round can be to the
advantage of the watching player.
[0189] (K) Although the winner determining section 361c determines
two winners from one competition game in the description of this
embodiment, the number of winners determined by the winner
determining section 361c may be set for each round. In this case,
it is preferable to increase the number of winners determined by
the winner determining section 361c as the tournament advances. For
example, one winner may be determined for the first round and two
winners may be determined for the second round. As the tournament
advances, the competition waiting times increase because of a
decrease in the number of groups included in the tournament.
However, in this case, increases in the competition waiting times
can be suppressed.
[0190] (L) Although the long-thought button PBH can be used only
once in the competition game of each round as described in the flow
chart of FIG. 14 in this embodiment, it may be made usable a
specified number of times (e.g. 10 times or without any limit) in
the competition game of each round.
[0191] In this case (particularly in the case where there is no
limit in the use of the long-thought button PBH), the player can
confirm the progress status of the tournament by depressing the
confirmation button PBK and can avoid the competition with an
undesirable competitor by intentionally delaying the progress of
the game by frequently depressing the long-thought button PBH, for
example, in the case where the competition waiting terminal unit 1w
for the next round is operated by the undesirable player. Thus,
convenience can be further improved. In other words, the progress
of the game can be adjusted by frequently depressing the
long-though button PBH.
[0192] As described above, a game progress administration system
according to the present invention is the one in which a plurality
of game terminal units to be operated by players and displaying
game screens are so connected via communication lines as to be able
to communicate operation signals necessary for the progresses of
games, thereby administering the progresses of games in a
tournament made up of a plurality of rounds in which competition
games of a specified number of combinations are set and having
indefinite competition times set for the respective competition
games at least in one round, the system comprising winner
determining means for determining a winner advancing to the next
round based on a game result of the competition game of each
combination every time the competition game of each combination
constituting the one round finishes; combination determining means
for fitting the winner determined by the winner determining means
in one combination of the competition game constituting the next
round; and competition starting means for instructing the start of
the competition game of the next round to the game terminal units
included in the combination if the one combination is filled up
with the competitors as a result of the additional winner fitted in
the one combination. It is preferable to further comprise game
watch means for causing a game screen of an ongoing competition
game constituting the one round to be displayed on a competition
waiting terminal unit, which is a game terminal unit included in
the one combination, until the one combination is filled up with
the competitors after the winner is fitted in the one
combination.
[0193] According to the above construction, the game watch means
causes the game screen of the ongoing competition game constituting
the one round to be displayed on the competition waiting terminal
unit, which is the game terminal unit included in the one
combination, until the one combination is filled up with the
competitors after the winner is fitted in the one combination. The
game terminal unit (competition waiting terminal unit) included in
this combination is in a competition standby state until the one
combination is filled up with the competitors after the winner is
fitted in the one combination by the combination determining means.
However, since the game screen of the ongoing competition game is
displayed on this game terminal unit, the player operating this
game terminal unit can watch the game, thereby suppressing a drop
in the interest caused by the occurrence of the competition standby
state.
[0194] It is preferable that watching game selecting means for
selecting one competition game in accordance with a specified rule
out of the ongoing competition games constituting the one round is
further provided; and that the game watch means causes the game
screen of the one competition game selected by the watching game
selecting means to be displayed.
[0195] According to the above construction, out of the ongoing
competition games constituting the one round, the one competition
game is selected in accordance with the specified rule by the
watching game selecting means, and the game screen of the one
competition game selected by the watching game selecting means is
displayed by the game watch means. Since the game screen of the one
competition game selected in accordance with the specified rule is
displayed, it is not necessary for the player to select the
combination to be watched, thereby improving convenience.
[0196] It is also preferable that degree of progress evaluating
means for evaluating the degree of progress of the competition game
of each combination constituting each round is further provided;
that the combination determining means preferentially fits the
winner determined by the winner determining means in the
combination, in which at least one winner is already fitted, out of
the combinations constituting the next round; and that the watching
game selecting means selects one combination having the most
advanced degree of progress evaluated by the degree of progress
evaluating means out of the combinations of the competition games
constituting the one round.
[0197] According to the above construction, the degree of progress
of the competition game of each combination constituting each round
is evaluated by the degree of progress evaluating means, and the
winner determined by the winner determining means is preferentially
fitted in the combination, in which at least one winner is already
fitted, out of the combinations constituting the next round by the
combination determining means. Then, out of the combinations of the
competition games constituting the one round, one combination
having the most advanced degree of progress evaluated by the degree
of progress evaluating means is selected by the watching game
selecting means. Since the winner determined by the winner
determining means is preferentially fitted in the combination, in
which at least one winner is already fitted, out of the
combinations constituting the next round, the combination can be
quickly filled up with the competitors and the competition waiting
times can be shortened. Further, since one combination having the
most advanced degree of progress is selected and the game screen of
the competition game of this combination is displayed on the
competition waiting terminal unit, the player of the competition
waiting terminal unit can watch the competition game of the
combination including the competitor having a high possibility of
competing with him in the next round, whereby convenience can be
further improved.
[0198] Further, it is preferable that the competition game is the
one comprised of a plurality of rounds simulating mahjong; and that
the degree of progress evaluating means evaluates the degree of
progress of the competition game based on a remaining round number,
which is the number of rounds yet to be played, and a remaining
drawable tile number, which is the number of drawable tiles
remaining in a virtual pile.
[0199] According to the above construction, the competition game is
the one comprised of a plurality of rounds simulating mahjong, and
the degree of progress of the competition game is evaluated by the
degree of progress evaluating means based on the remaining round
number, which is the number of rounds yet to be played, and the
remaining drawable tile number, which is the number of drawable
tiles remaining in the virtual pile. Accordingly, the degree of
progress of the competition game is evaluated based on the
remaining round number and the remaining drawable tile number in
the competition game comprised of a plurality of rounds simulating
mahjong, wherefore the degree of progress of the competition game
can be easily and accurately evaluated.
[0200] Further, the watching game selecting section preferably
extracts the combination including the game terminal unit as a
competitor in the next round out of the competition games
constituting the one round and selects one combination in
accordance with an operation signal from the competition waiting
terminal unit from the extracted combinations if there are a
plurality of extracted combinations.
[0201] According to the above construction, the watching game
selecting section extracts the combination including the game
terminal unit as the competitor in the next round out of the
competition games constituting the one round and selects one
combination in accordance with the operation signal from the
competition waiting terminal unit from a plurality of extracted
combinations if there are a plurality of extracted combinations.
Since one combination is selected from a plurality of combinations
including the game terminal units as the competitors in the next
round in accordance with the operation signal from the competition
waiting terminal unit, the player of the competition waiting
terminal unit can select one combination to be watched, whereby
convenience can be further improved. For example, it becomes
possible to select the combination including the game terminal unit
operated by the strongest player based on the past competition
results out of a plurality of combinations including the game
terminal units as the competitors in the next round.
[0202] Further, it is preferable that the combination determining
means fits the winner determined by the winner determining means in
the combination set beforehand out of the combinations constituting
the next round; and that the watching game selecting section
selects a combination including the game terminal unit as a
competitor in the next round out of the competition games
constituting the one round.
[0203] According to the above construction, the winner determined
by the winner determining means is fitted in the combination set
beforehand out of the combinations constituting the next round by
the combination determining means, and the combination including
the game terminal unit as the competitor in the next round is
selected out of the competition games constituting the one round by
the watching game selecting section. Accordingly, the combination
including the game terminal unit as the competitor in the next
round is selected and the game screen of the competition game of
this combination is displayed on the competition waiting terminal
unit. Therefore, the player of the competition waiting terminal
unit can watch the competition game of the combination including
the competitor in the next round and convenience can be further
improved.
[0204] Further, it is preferable that the competition game is the
one competed by a specified number of competitors equal to or more
than three; and that the watching game selecting section extracts
the combination including the game terminal unit as a competitor in
the next round out of the competition games constituting the one
round and selects one combination in accordance with an operation
signal from the competition waiting terminal unit from the
extracted combinations if there are a plurality of extracted
combinations.
[0205] According to the above construction, the competition game is
the one completed by the specified number of competitors equal to
or more than three, and the watching game selecting section
extracts the combination including the game terminal unit as the
competitor in the next round out of the competition games
constituting the one round and selects one combination in
accordance with the operation signal from the competition waiting
terminal unit from a plurality of extracted combinations if there
are a plurality of extracted combinations. Accordingly, one
combination is selected from a plurality of combinations including
the game terminal units as the competitors in the next round in
accordance with the operation signal from the competition waiting
terminal unit. Thus, the player of the competition waiting terminal
unit can select one combination to be watched, whereby convenience
can be further improved. For example, it becomes possible to select
the combination including the game terminal unit operated by the
strongest player based on the past competition results out of a
plurality of combinations including the game terminal units as the
competitors in the next round.
[0206] A game progress administration method according to the
present invention is the one using a game progress administration
system in which a plurality of game terminal units to be operated
by players and displaying game screens are so connected via
communication lines as to be able to communicate operation signals
necessary for the progresses of games, thereby administering the
progresses of games in a tournament made up of a plurality of
rounds in which competition games of a specified number of
combinations are set and having indefinite competition times set
for the respective competition games at least in one round, the
method comprising a step in which winner determining means of the
game progress administration system determines a winner advancing
to the next round based on a game result of the competition game of
each combination every time the competition game of each
combination constituting one round finishes; a step in which
combination determining means of the game progress administration
system fits the winner determined by the winner determining means
in one combination of the competition game constituting the next
round; a step in which competition starting means of the game
progress administration system instructs the start of the
competition game of the next round to the game terminal units
included in the combination if the one combination is filled up
with the competitors as a result of the additional winner fitted in
the one combination; and a step in which game watch means of the
game progress administration system causes a game screen of an
ongoing competition game constituting the one round to be displayed
on a competition waiting terminal unit, which is a game terminal
unit included in the one combination, until the one combination is
filled up with the competitors after the winner is fitted in the
one combination.
[0207] According to this construction, the game screen of the
ongoing competition game constituting the one round is caused to be
displayed on a competition waiting terminal unit, which is the game
terminal unit included in the one combination, by the game watch
means of the game progress administration system until the one
combination is filled up with the competitors after the winner is
fitted in the one combination. The game terminal unit (competition
waiting terminal unit) included in this combination is in a
competition standby state until the one combination is filled up
with the competitors after the winner is fitted in the one
combination by the combination determining means. However, since
the game screen of the ongoing competition game is displayed on
this game terminal unit, the player operating this game terminal
unit can watch the game, thereby suppressing a drop in the interest
caused by the occurrence of the competition standby state.
[0208] Further, another game progress administration system
according to the present invention is the one in which a plurality
of game terminal units to be operated by players and displaying
game screens are so connected via communication lines as to be able
to communicate operation signals necessary for the progresses of
games, thereby administering the progresses of games in a
tournament made up of a plurality of rounds in which competition
games of a specified number of combinations are set and having
indefinite competition times set for the respective competition
games at least in one round, the system comprising winner
determining means for determining a winner advancing to the next
round based on a game result of the competition game of each
combination every time the competition game of each combination
constituting the one round finishes; combination determining means
for fitting the winner determined by the winner determining means
in one combination of the competition game constituting the next
round; and competition starting means for instructing the start of
the competition game of the next round to the game terminal units
included in the combination if the one combination is filled up
with the competitors as a result of the additional winner fitted in
the one combination, wherein the combination determining means
preferably fits the winner determined by the winner determining
means preferentially in one combination, in which at least one
winner is already fitted, out of the competition games constituting
the next round and yet to be filled up with the competitors.
[0209] According to the above construction, the winner advancing to
the next round is determined based on the game result of the
competition game of each combination by the winner determining
means every time the competition game of each combination
constituting the one round for which the competition times of the
respective competition games are indefinite finishes, and the
winner determined by the winner determining means is preferentially
fitted in the combination, in which at least one winner is already
fitted, out of the competition games constituting the next round
and yet to be filled up with the competitors by the combination
determining means. If the one combination is filled up with the
competitors as a result of the additional competitor fitted in the
one combination, the start of the competition game of the next
round is instructed to the game terminal units included in this
combination. Since the winner determined by the winner determining
means is preferentially fitted in one combination, in which at
least one winner is already fitted, out of the combinations
constituting the next round, the combination can be efficiently
filled up with the competitors, thereby suppressing the occurrence
of waiting times until the start of the next round.
[0210] It is preferable that the competition game is the one to be
competed by a specified number of competitors equal to or more than
three; and that the winner determining means determines a plurality
of winners.
[0211] According to the above construction, the competition game is
the one to be competed by the specified number of competitors equal
to or more than three, and a plurality of winners are determined by
the winner determining means. Accordingly, a plurality of winners
are determined by the winner determining means even in the
competition game competed by the specified number of competitors
equal to or more than three, wherefore the combination can be
efficiently filled up with the competitors, thereby further
suppressing the occurrence of waiting times until the start of the
next round. For example, if the competition game is competed by
four competitors, it is necessary to determine four or more winners
to start the competition of the next round. If two winners are
determined in one competition, the competition of the next round
can be started when the winners of two combinations of the previous
round (four=2 (combinations).times.2 (winners/combination)) are
determined.
[0212] Further, it is preferable that the competition game is a
game simulating mahjong in which four competitors compete with each
other; and that the winner determining means determines two
winners.
[0213] According to the above construction, the competition game is
a game simulating mahjong in which four competitors compete with
each other, and the two winners are determined by the winner
determining means. Since the two winners are determined by the
winner determining means even in the mahjong game competed by the
four competitors, the combination can be efficiently filled up with
the competitors, thereby further suppressing the occurrence of
waiting times until the start of the next round. Further, since the
winner is preferentially fitted in the combination which
constitutes the next round and in which the winner is already
fitted, one competition game of the next round can be started every
time the winners of the two competition games are determined by the
winner determining means. Therefore, the competition starting means
needs not judge whether or not the combination has been filled up
with the competitors and the process can be simplified.
[0214] It is preferable to comprise game watch means for causing a
game screen of an ongoing competition game constituting the one
round to be displayed on a competition waiting terminal unit, which
is a game terminal unit included in the one combination, until the
one combination is filled up with the competitors after the winner
is fitted in the one combination by the combination determining
means.
[0215] According to the above construction, the game screen of the
ongoing competition game constituting the one round is displayed on
the competition waiting terminal unit, which is the game terminal
unit included in the one combination, until the one combination is
filled up with the competitors after the winner is fitted in the
one combination by the combination determining means. The game
terminal unit (competition waiting terminal unit) included in this
combination is in a competition standby state until the one
combination is filled up with the competitors after the winner is
fitted in the one combination by the combination determining means.
However, since the game screen of the ongoing competition game is
displayed on this game terminal unit, the player operating this
game terminal unit can watch the game, thereby suppressing a drop
in the interest caused by the occurrence of the competition standby
state. Since the competition game to be watched is the ongoing
competition game constituting the round (one round) in which the
watching player became a winner, the watching player can grasp the
gaming habit of the competitor in the next round if the competitor
in the next round is included in the competitors of this
competition game and a drop in the interest in the competition game
caused by the occurrence of a waiting time can be further
suppressed.
[0216] It is preferable that watching game selecting means for
selecting one competition game in accordance with a specified rule
out of the ongoing competition games constituting the one round is
further provided; and that the game watch means causes the game
screen of the one competition game selected by the watching game
selecting means to be displayed.
[0217] According to the above construction, out of the ongoing
competition games constituting the one round, the one competition
game is selected in accordance with the specified rule by the
watching game selecting means, and the game screen of the one
competition game selected by the watching game selecting means is
displayed by the game watch means. Since the game screen of the one
competition game selected in accordance with the specified rule is
displayed, it is not necessary for the player to select the
combination to be watched, thereby improving convenience.
[0218] Another game progress administration method according to the
present invention is the one using a game progress administration
system in which a plurality of game terminal units to be operated
by players and displaying game screens are so connected via
communication lines as to be able to communicate operation signals
necessary for the progresses of games, thereby administering the
progresses of games in a tournament made up of a plurality of
rounds in which competition games of a specified number of
combinations are set and having indefinite competition times set
for the respective competition games at least in one round, the
method comprising a step in which winner determining means of the
game progress administration system determines a winner advancing
to the next round based on a game result of the competition game of
each combination every time the competition game of each
combination constituting one round finishes; a step in which
combination determining means of the game progress administration
system preferentially fits the winner determined by the winner
determining means in one combination, in which at least one winner
is already fitted, out of the combinations constituting the next
round and yet to be filled up with the competitors; and a step in
which competition starting means of the game progress
administration system instructs the start of the competition game
of the next round to the game terminal units included in the
combination if the one combination is filled up with the
competitors as a result of the additional winner fitted in the one
combination.
[0219] According to this construction, the winner determined by the
winner determining means is fitted in one combination which
constitutes the next round and in which at least one winner is
already fitted in. Thus, the combination can be efficiently filled
up with the competitors and the occurrence of waiting times until
the start of the next round can be suppressed.
[0220] It should be noted that what are written as means for
fulfilling certain functions in the specification of the present
application are not limited to the constructions written in this
specification to fulfill these functions, and also embrace other
constructions such as units and portions for fulfilling these
functions.
INDUSTRIAL APPLICABILITY
[0221] According to the game progress method and system of the
present invention, in the progresses of tournament competition
games having indefinite competition times, a winner advancing to
the next round can be determined based on a game result of the
competition game of each combination every time the competition
game of each combination constituting one round for which the
competition times of the respective competition games are set
indefinite, the determined winner can be fitted in one combination
of the competition game constituting the next round, and the start
of the competition game of the next round can be instructed to game
terminal units included in the combination if the one combination
is filled up with the competitors as a result of the additional
winner fitted in the one combination.
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