U.S. patent application number 13/262486 was filed with the patent office on 2012-02-02 for game system, lobby server apparatus, and game terminal.
Invention is credited to Takashi Inubushi, Yoshihiko Narita.
Application Number | 20120028719 13/262486 |
Document ID | / |
Family ID | 42828225 |
Filed Date | 2012-02-02 |
United States Patent
Application |
20120028719 |
Kind Code |
A1 |
Inubushi; Takashi ; et
al. |
February 2, 2012 |
GAME SYSTEM, LOBBY SERVER APPARATUS, AND GAME TERMINAL
Abstract
A game system is provided. The game system has plural game
terminals that can be used for a play of plural games and a lobby
server apparatus. Each game terminal selects one of plural games
based on an operation made to an operation unit by a player, and
transmits selection data indicating a selection result to lobby
server apparatus. Lobby server apparatus counts using the selection
data the number of times selected for each game, and transmits, to
each game terminal, based on the number of times selected, schedule
data basically associating each schedule period with a game for
which the number of times selected is the greatest in a count
period corresponding to the schedule period. Each game terminal,
based on the schedule data, outputs information prompting
selection, in a schedule period, of a game corresponding to the
schedule period.
Inventors: |
Inubushi; Takashi; (Tokyo,
JP) ; Narita; Yoshihiko; (Tokyo, JP) |
Family ID: |
42828225 |
Appl. No.: |
13/262486 |
Filed: |
March 30, 2010 |
PCT Filed: |
March 30, 2010 |
PCT NO: |
PCT/JP2010/055667 |
371 Date: |
September 30, 2011 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/5593 20130101;
A63F 13/48 20140902; A63F 2300/513 20130101; A63F 13/352 20140902;
A63F 13/77 20140902; A63F 2300/636 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 31, 2009 |
JP |
2009-088539 |
Claims
1. A game system comprising: plural game terminals for executing a
game program and a lobby server apparatus for forming plural groups
of game terminals of a prescribed number from among the plural game
terminals and for associating a game with each of the plural
groups, the prescribed number being equal to or greater than two,
and all the game terminals belonging to each of the plural groups
being used for a play of the game associated with the group, each
of the plural game terminals comprising: an operation unit; a
selector that selects one of plural games in accordance with an
operation of the operation unit; a selection data transmitter that
transmits a piece of selection data indicating a result of
selection by the selector to the lobby server apparatus, the lobby
server apparatus comprising: a selection data receiver that
receives the selection data piece from each of the plural game
terminals; a grouper that forms the plural groups by grouping game
terminals of the prescribed number from among game terminals having
transmitted the selection data pieces received by the selection
data receiver in an order in which the selection data pieces were
received, and, in each grouping, identifies, based on the
prescribed number of pieces of selection data, a game for the group
to be formed, to associate the identified game with the group to be
formed; a counter that counts, by using the selection data pieces,
the number of times selected for each of the plural games; a
schedule data generator that generates, based on the number of
times selected counted by the counter, schedule data associating a
game for which the number of times selected is the greatest with a
schedule period; and a schedule data transmitter that transmits the
schedule data to each of the plural game terminals, each of the
plural game terminals further comprising: a schedule data receiver
that receives the schedule data from the lobby server apparatus;
and an information outputter that outputs, based on the schedule
data, information prompting selection, in the schedule period, of a
game corresponding to the schedule period.
2. The game system according to claim 1, wherein: there are plural
schedule periods, the plural schedule periods not overlapping with
each other, the number of times selected counted by the counter is
the number of times selected for each of the plural games in each
of the plural count periods not overlapping with each other, the
plural count periods and the plural schedule periods respectively
correspond to each other, the schedule data is data that associates
each of the plural schedule periods with a game for which the
number of times selected is the greatest in a count period
corresponding to each schedule period, and the information output
by the information outputter is information for prompting
selection, in each of the plural schedule periods, of a game
corresponding to the schedule period.
3. The game system according to claim 1, wherein: there are plural
schedule periods, the plural schedule periods not overlapping with
each other, the number of times selected counted by the counter is
the number of times selected for each of the plural games in each
of the plural count periods not overlapping with each other, the
plural count periods and the plural schedule periods respectively
correspond to each other, the schedule data generator generates,
based on the number of times selected counted by the counter, data
associating each of the plural schedule periods with a game for
which the number of times selected is the greatest in a count
period corresponding to each schedule period, and, in a case in
which the plural games include a game that is not associated with
any of the plural schedule periods, changes the data so that every
one of the plural games is associated with one of the plural
schedule periods, to employ the changed data as schedule data, and
otherwise employs the data as the schedule data, and the
information output by the information outputter is information
prompting selection, in each of the plural schedule periods, of a
game corresponding to the schedule period.
4. The game system according to claim 1, wherein: the schedule
period includes a first schedule period and a second schedule
period shorter than the first schedule period, the first schedule
period and the second schedule period not overlapping with each
other, the schedule data is data that associates a first game for
which the number of times selected is the greatest with the first
schedule period and that associates a second game different from
the first game with the second schedule period, and the information
output by the information outputter is information prompting
selection of the first game in the first schedule period and of the
second game in the second schedule period.
5. The game system according to claim 1, wherein the game terminal
prohibits, in the schedule period, to select a game other than a
game corresponding to the schedule period.
6. The game system according to claim 1, wherein the grouper, in
each grouping, selects, in a random manner, one of the prescribed
number of pieces of selection data for the group to be formed, and
associates a game indicated by the selected piece of selection data
with the group to be formed.
7. The game system according to claim 1, wherein: the plural game
terminals are dispersely located in plural game venues, the
grouper, in each grouping, in a case in which the number of game
venues where the game terminals of the prescribed number for the
group to be formed are located is one, selects, in a random manner,
one of the prescribed number of pieces of selection data for the
group to be formed, and associates a game indicated by the selected
piece of selection data with the group to be formed, and the
grouper, in each grouping, in a case in which the number of game
venues where the game terminals of the prescribed number for the
group to be formed are located is two or more, associates a game
with each of the two or more game venues and selects, in a random
manner, one of the two or more game venues, to associate the game
corresponding the selected game venue with the group to be
formed.
8. A lobby server apparatus in a game system having plural game
terminals for executing a game program, wherein, among which plural
game terminals, a prescribed number of game terminals are grouped
as a group, all the game terminals belonging to the group being
used for a play of a game associated with the group, with the
prescribed number being equal to or greater than two, the lobby
server comprising: a selection data receiver that receives
selection data pieces from the plural game terminals, each piece of
the selection data indicating one of plural games selected by a
player of the game; a grouper that forms plural groups by grouping
game terminals of the prescribed number from among game terminals
having transmitted the selection data pieces received by the
selection data receiver in an order in which the selection data
pieces were received, and that, in each grouping, identifies, based
on the prescribed number of pieces of selection data, a game for
the group to be formed, to associate the identified game with the
group to be formed; a counter that counts, by using the pieces of
selection data, the number of times selected for each of the plural
games; a schedule data generator that generates, based on the
number of times selected counted by the counter, schedule data
associating a game for which the number of times selected is the
greatest with a schedule period; and a schedule data transmitter
that transmits the schedule data to each of the plural game
terminals so that information based on the schedule data is output
by a game terminal having received the schedule data.
9. A game terminal in a game system having plural game terminals
for executing a game program and a lobby server that forms plural
groups of game terminals of a prescribed number from among the
plural game terminals, and that associates a game with each of the
plural groups, the prescribed number being equal to or greater than
two, and all the game terminals belonging to each of the plural
groups being used for a play of the game associated with the group,
the game terminal comprising: an operation unit; a selector that
selects one of plural games in accordance with an operation of the
operation unit; a selection data transmitter that transmits a piece
of selection data indicating a result of selection by the selector
to the lobby server apparatus, a schedule data receiver that
receives schedule data from the lobby server apparatus, the
schedule data associating a game for which the number of times
selected is the greatest with a schedule period; and an information
outputter that outputs, based on the schedule data, information
prompting selection, in the schedule period, of a game
corresponding to the schedule period.
Description
TECHNICAL FIELD
[0001] The present invention relates to a technique for grouping
game terminals for a multiplayer participation-type online game
(multiplayer online game), in a play in which a group including
plural game terminals is used.
BACKGROUND ART
[0002] There is known a game system in which each of plural game
terminals selects a game from plural types of multiplayer online
games and in which a lobby server apparatus groups game terminals
that have selected the same game. On the other hand, Japanese
Patent Publication No. 3730248 (FIG. 5) describes a technique for
matching opponents in a knockout tournament regardless of the phase
of the tournament.
[0003] In the above game system, there is a disadvantage in that,
as the number of games that can be selected relative to the number
of game terminals increases, the time required for grouping is
increased. Accordingly, it can be envisioned to build a game system
that performs grouping regardless of the game selected at the game
terminal by applying the technique described in Japanese Patent
Publication No. 3730248 to the above game system. According to this
game system, the time required for grouping is not increased even
if the number of games that can be selected relative to the number
of game terminals increases. However, there would be some players
who are made to participate in a game that is different from the
game selected by the player.
DISCLOSURE OF INVENTION
[0004] To solve the problem above, the present invention has as an
object, in a game system for plural multiplayer online games, to
minimize the probability of incidences in which a player is made to
participate in a game different from the one selected by the
player, without increasing the time required for grouping.
[0005] The present invention provides a game system (a first
aspect) having plural game terminals for executing a game program;
and a lobby server apparatus for forming plural groups of game
terminals of a prescribed number from among the plural game
terminals and for associating a game with each of the plural
groups, the prescribed number being equal to or greater than two,
and all the game terminals belonging to each of the plural groups
being used for a play of the game associated with the group, each
of the plural game terminals having: an operation unit; a selector
that selects one of plural games in accordance with an operation of
the operation unit; a selection data transmitter that transmits a
piece of selection data indicating a result of selection by the
selector to the lobby server apparatus, the lobby server apparatus
having: a selection data receiver that receives the selection data
piece from each of the plural game terminals; a grouper that forms
the plural groups by grouping game terminals of the prescribed
number from among game terminals having transmitted the selection
data pieces received by the selection data receiver in an order in
which the selection data pieces were received, and that, in each
grouping, identifies, based on the prescribed number of pieces of
selection data, a game for the group to be formed, to associate the
identified game with the group to be formed; a counter that counts,
by using the selection data pieces, the number of times for which
each of the plural games was selected; a schedule data generator
that generates, based on the number of times selected counted by
the counter, schedule data associating, with a schedule period, a
game for which the number of times selected is the greatest; and a
schedule data transmitter that transmits the schedule data to each
of the plural game terminals, and each of the plural game terminals
further having a schedule data receiver that receives the schedule
data from the lobby server apparatus; and an information outputter
that outputs, based on the schedule data, information prompting
selection, in the schedule period, of a game corresponding to the
schedule period.
[0006] In this game system, game terminals of a prescribed number
are grouped at the lobby server apparatus in an order of the
first-come basis of selection data. Thus, the grouping that is
independent from a game selection and is on the first-come basis is
performed. In the first-come-basis grouping not depending on the
game selection, there is an advantage in that, even if the number
of games that can be selected becomes large relative to the number
of game terminals, the time required for grouping is not increased,
and there is a disadvantage in that a player may be made to
participate in a play different from a game that the player has
selected. However, in this game system, selection of a game, in a
schedule period, with the game corresponding to the schedule
period, is prompted at a game terminal. Therefore, those who
understand that the first-come basis grouping not depending on the
game selection is performed would be able to understand that, even
if they select a game, in a schedule period, that is different from
a game corresponding to the schedule period, the probability of
being made to participate in a play of the game corresponding to
the schedule period would be high. The probability for a player who
understands this to select in a schedule period a game other than a
game corresponding to the schedule period is sufficiently low.
Therefore, the probability of a game corresponding to the schedule
period being selected in the schedule period would be high. As a
result, the probability of a player being made to participate in a
play of a game that is different from a game the player has
selected will be reduced to low levels. Therefore, according to the
game system, the incidence of a player being made to participate in
a play of a game different from the selected game can be reduced to
low levels, without increasing the time required for grouping.
[0007] In a game system according to the first aspect, there may be
plural schedule periods, the plural schedule periods not
overlapping with each other; and the number of times selected
counted by the counter may be the number of times selected for each
of the plural games in each of the plural count periods not
overlapping with each other. Additionally, the plural count periods
and the plural schedule periods may respectively correspond to each
other; the schedule data may be data that associates each of the
plural schedule periods with a game for which the number of times
selected is the greatest in a count period corresponding to each
schedule period; and the information output by the information
outputter may be information for prompting selection, in each of
the plural schedule periods, of a game corresponding to the
schedule period (a second aspect).
[0008] In a game system according to the second aspect, each of the
plural schedule periods is associated with a game for which the
number of times selected is the greatest in a count period
corresponding to each schedule period, and, at a game terminal, the
selection, in each of the plural schedule periods, of a game
corresponding to each schedule period is prompted. Therefore, the
probability of a user of a game terminal in each schedule period
being a person who does not want to participate in a play of a game
corresponding to the schedule period would be sufficiently low.
Therefore, according to this game system, the number of people who
give up participation in a play of a desired game will be
sufficiently reduced.
[0009] In the game system of the first aspect, there may be plural
schedule periods, the plural schedule periods not overlapping with
each other; the number of times selected counted by the counter may
be the number of times selected for each of the plural games in
each of the plural count periods not overlapping with each other;
and the plural count periods and the plural schedule periods
respectively may correspond to each other. Additionally, the
schedule data generator may generate, based on the number of times
selected counted by the counter, data associating each of the
plural schedule periods, with a game for which the number of times
selected is the greatest in a count period corresponding to each
schedule period, and, in a case in which the plural games include a
game that is not associated with any of the plural schedule
periods, may change the data so that every one of the plural games
is associated with one of the plural schedule periods, to employ
the changed data as schedule data, and otherwise employs the data
as the schedule data; and the information output by the information
outputter may be information prompting selection, in each of the
plural schedule periods, of a game corresponding to the schedule
period (a third aspect).
[0010] In the game system according to the third aspect, in general
rules, each of the plural schedule periods is associated with a
game for which the number of times selected is the greatest in a
count period corresponding to the schedule period, and, at a game
terminal, the selection is prompted for a game, in each of the
plural schedule periods, corresponding to the schedule period.
However, in a case in which there is a game for which the number of
times selected is not the greatest in any of the plural count
periods, this game is associated with one of the plural schedule
periods. Therefore, according to this game system, without
practically reducing the number of games that can be selected, the
number of people who give up participation in a play for a desired
game can be reduced.
[0011] In the game system according to the first aspect, the
schedule period may include a first schedule period (a long first
schedule period) and a second schedule period shorter than the
first schedule period (a short second schedule period), the first
schedule period and the second schedule period not overlapping with
each other; the schedule data may be data that associates a first
game for which the number of times selected is the greatest with
the first schedule period and that associates a second game
different from the first game with the second schedule period; and
the information output by the information outputter may be
information prompting selection of the first game in the first
schedule period and of the second game in the second schedule
period (fourth aspect). In a game system according to the fourth
aspect, the first schedule period in which selection is prompted of
the first game having a high probability of being selected is
longer than the second schedule period in which selection is
prompted of the second game having a low probability of being
selected. Therefore, according to this game system, the number of
people who give up participation in a play for a desired game can
be reduced.
[0012] In the game system according to the first aspect, the game
terminal may prohibit, in the schedule period, selection of a game
other than a game corresponding to the schedule period (fifth
aspect). According to a game system of the fifth aspect, in a
schedule period, there will be no incidence of a game other than a
game corresponding to the schedule period being selected.
Therefore, no player would be made to participate in a play for a
game that is different from the game other than the one the player
has selected. Similarly, in the game systems according to the
second and third aspects, the game terminal may prohibit, in each
of the plural schedule periods, selection of a game other than a
game corresponding to the schedule period (sixth and seventh
aspects).
[0013] In a game system according to the first to seventh aspects,
the grouper, in each grouping, may select, in a random manner, one
of the prescribed number of pieces of selection data for the group
to be formed, and associates a game indicated by the selected piece
of selection data with the group to be formed. Another way of
identifying a game to be associated with a group to be formed based
on pieces of selection data would be identifying on a majority
basis. However, according to this method, a game for which a player
participates in a play could be identified independently from the
details of a part of game selections. For example, in a case in
which the prescribed number is 3, two pieces of selection data are
received by the selection data receiver and in which both pieces of
the selection data indicate the same game, the game indicated by
the two pieces of previously received selection data will be
associated with a group to be formed no matter which game is
indicated in the remaining one piece of selection data. Thus, a
game for which a player participates in a play is identified
regardless of the game indicated by the third piece of selection
data. In contrast, in this game system, in each grouping, one of
the prescribed number of pieces of selection data is randomly
selected, and a game indicated by the selected piece of selection
data is associated with a group to be formed. Therefore, a game for
which a player participates in a play could not be identified
independently from the game selection. Also, according to this game
system, the greater is the number of pieces of selection data
indicating the same game, the higher is the probability of this
game being selected. Therefore, the number of players who are made
to participate in a play other than a game each player has selected
can be reduced.
[0014] In a game system according to the first to seventh aspects,
the plural game terminals may be dispersely located in plural game
venues; the grouper, in each grouping, in a case in which the
number of game venues where the game terminals of the prescribed
number for the group to be formed are located is one, may select,
in a random manner, one of the prescribed number of pieces of
selection data for the group to be formed, and may associate a game
indicated by the selected piece of selection data with the group to
be formed; and the grouper, in each grouping, in a case in which
the number of game venues where the game terminals of the
prescribed number for the group to be formed are located is two or
more, may associate a game with each of the two or more game venues
and may select, in a random manner, one of the two or more game
venues, to associate the game corresponding the selected game venue
with the group to be formed.
[0015] In this game system, a group to be formed is associated with
a game indicated by one piece of selection data randomly selected
from the prescribed number of pieces of selection data, or a game
corresponding to a game venue randomly selected from two or more
game venues. Therefore, a game for which a player participates in a
play could not be identified independently from the game selection.
Also, in this game system, in each grouping, the probability for a
group to be formed being associated with a game corresponding to a
game venue in which the majority of the game terminals of the
prescribed number of this group is located would be equal to the
probability of being associated with a game corresponding to a game
venue in which the minority is located. Therefore, a situation is
avoided in which those who use a game venue having a small number
of game terminals located and those who have few acquaintances who
use the same game venue are disadvantaged. Preferably, the grouper
may select, in each grouping, a game to be associated with the game
venue based on at least one piece of selection data transmitted
from at least one game terminal located in the game venue randomly
or on a majority basis, from among the prescribed number of pieces
of selection data of a group to be formed.
[0016] Additionally, the present invention provides a lobby server
apparatus in a game system having plural game terminals for
executing a game program, wherein, among which plural game
terminals, a prescribed number of game terminals are grouped as a
group, all the game terminals belonging to the group being used for
a play of a game associated with the group, with the prescribed
number being equal to or greater than two, the lobby server having:
a selection data receiver that receives selection data pieces from
the plural game terminals, each piece of the selection data
indicating one of plural games selected by a player of the game; a
grouper that forms plural groups by grouping game terminals of the
prescribed number from among game terminals having transmitted the
selection data pieces received by the selection data receiver in an
order in which the selection data pieces were received, and, in
each grouping, identifies, based on the prescribed number of pieces
of selection data, a game for the group to be formed, to associate
the identified game with the group to be formed; a counter that
counts, by using the pieces of selection data, the number of times
selected for each of the plural games; a schedule data generator
that generates, based on the number of times selected counted by
the counter, schedule data associating a game for which the number
of times selected is the greatest with a schedule period; and a
schedule data transmitter that transmits the schedule data to each
of the plural game terminals so that information based on the
schedule data is output by a game terminal having received the
schedule data. According to this lobby server apparatus, the game
system according to the first aspect can be configured.
[0017] The present invention provides a game terminal in a game
system having plural game terminals for executing a game program
and a lobby server for forming plural groups of game terminals of a
prescribed number from among the plural game terminals, and for
associating a game with each of the plural groups, the prescribed
number being equal to or greater than two, and all the game
terminals belonging to each of the plural groups being used for a
play of the game associated with the group, the game terminal
having: an operation unit; a selector that selects one of plural
games in accordance with an operation of the operation unit; a
selection data transmitter that transmits selection data indicating
a result of selection by the selector to the lobby server
apparatus, a schedule data receiver that receives schedule data
from the lobby server apparatus, the schedule data associating a
game for which the number of times selected is the greatest with a
schedule period; and an information outputter that outputs, based
on the schedule data, information prompting selection, in the
schedule period, of a game corresponding to the schedule period.
According to this game terminal, the game system according to the
first aspect can be configured.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIG. 1 is a block diagram showing a configuration of a game
system according to an embodiment of the present invention.
[0019] FIG. 2 is a block diagram showing an electrical
configuration of a game terminal included in the game system.
[0020] FIG. 3 is a block diagram showing an electrical
configuration of a lobby server apparatus included in the game
system.
[0021] FIG. 4 is a diagram showing an example of groups in the game
system.
[0022] FIG. 5 is a sequence chart showing an operational example in
a grouping process of the game system.
[0023] FIG. 6 is a diagram schematically showing a configuration of
communication address for a game terminal.
[0024] FIG. 7 is a sequence chart showing an operational example of
a play process in the game system.
[0025] FIG. 8 is a flowchart showing a grouping process performed
at the lobby server apparatus.
[0026] FIG. 9 is a flowchart showing a schedule data generation
process performed at the lobby server apparatus.
[0027] FIG. 10 is a diagram schematically showing an example of the
number of times selected that is counted in the schedule data
generation process.
[0028] FIG. 11 is a diagram schematically showing an example of the
correspondence indicated by schedule data that is generated in the
schedule data generation process.
[0029] FIG. 12 is a flowchart showing a schedule data delivery
process performed at the lobby server apparatus.
[0030] FIG. 13 is a flowchart showing a client process performed at
the game terminal.
[0031] FIG. 14 is a diagram showing a display example of a schedule
table in the client process.
[0032] FIG. 15 is a flowchart showing a game selection process
included in the client process.
[0033] FIG. 16 is a diagram showing an example of a selection
screen displayed in the game selection process.
[0034] FIG. 17 is a diagram showing another example of a selection
screen displayed in the game selection process.
[0035] FIG. 18 is a diagram showing an example of a selection
screen displayed according to a modification of the game
system.
[0036] FIG. 19 is a diagram showing an example of a selection
screen displayed according to another modification of the game
system.
[0037] FIG. 20 is a diagram showing an example of a selection
screen displayed according to another modification of the game
system.
[0038] FIG. 21 is a diagram showing an example of a schedule table
displayed at a game terminal according to still another
modification of the game system.
BEST MODE FOR CARRYING OUT THE INVENTION
[0039] In the following, description will be given of an embodiment
of the present invention with reference to the drawings. However,
the present invention is not limited to an embodiment described
below, and various modifications and applications derived by
modifying this embodiment can be included in a technical scope
thereof.
[0040] FIG. 1 is a block diagram showing an overall configuration
of a game system 100 according to an embodiment of the present
invention. As shown in this figure, game system 100 has plural game
terminals A1 to A3, B1 to B3, C1 to C3, . . . , and a lobby server
apparatus 40. Plural game terminals A1 to A3, B1 to B3, C1 to C3, .
. . are dispersely located in plural game venues A, B, C, . . . ,
respectively. Each game venue is, for example, a venue for having
visitors use game terminals for profit, and each game venue has a
router 20. Each game terminal can be used for a play of plural
games (four games GA, GB, GC, and GD shown in FIG. 14), and is
connected to a network 10 such as the Internet via router 20
provided at a game venue where this game terminal is located.
[0041] Lobby server apparatus 40 is adapted to group plural game
terminals A1 to A3, B1 to B3, C1 to C3, . . . into plural groups of
the prescribed number (three), in a received order of pieces of
selection data (described later), to associate each group with one
of plural games GA, GB, GC and GD, and is connected to network 10
via a router 30. Each game terminal is capable of communicating
with lobby server apparatus 40 and another game terminal via
network 10. Plural game GA, GB, GC and GD each are played at each
group, and each is a game in which all the game terminals belonging
to a group with which the game is associated are used for a play.
In other words, this is a multiple-player participation type online
game in which the users of all the game terminals belonging to a
group participate in a single play.
[0042] FIG. 2 is a block diagram showing an electrical
configuration of game terminal A1. Other game terminals are
configured likewise. As shown in this figure, game terminal A1 has
a CPU (Central Processing Unit) 200, a RAM (random access memory)
201, a ROM (read only memory) 202, a communication interface 203, a
display device 21, an operation unit 230, and a coin sensor
260.
[0043] CPU 200 is connected to other components via a bus and
serves as a control center. RAM 201 is used as a work area for CPU
200. There is stored in ROM 202 a game program causing the game
terminal to perform a client process including a play process. The
details of these processes will be described later. This game
program is read by CPU 200 for execution when game terminal A1 is
activated. That is, game terminal A1 is a game terminal capable of
executing a game program. It is to be noted that game terminal A1
may be provided with a storage device such as a hard disk, a DVD,
or the like, and a game program or the like may be stored in this
storage device.
[0044] Communication interface 203, under control of CPU 200,
performs communication with router 20 in accordance with a
predetermined communication protocol. Display device 21 is a CRT
(cathode ray tube), a liquid crystal display device, a plasma
display, or another type of appropriate image display device.
Operation unit 230 is operated by a person, and has an operator
that is operated by a user (player) of game terminal A1, to output
an operation signal corresponding to an operation of the operator.
Examples of the operator provided with operation unit 230 include
buttons, handles, pedals, and the like. Coin sensor 260 notifies
CPU 200 that a coin was fed to a coin slot (not shown) provided at
game terminal A1.
[0045] FIG. 3 is a block diagram showing an electrical
configuration of lobby server apparatus 40. As shown in this
figure, lobby server apparatus 40 has a CPU 400, a hard disk 401, a
RAM 402, a ROM 403, and a communication interface 404. RAM 402 is
used as a work area for CPU 400. There is stored in hard disk 401 a
control computer program for causing lobby server apparatus 40 to
perform a grouping process, a schedule data generation process, and
a schedule data delivery process. The details of these processes
will be described later.
[0046] There are stored in RAM 402 an entry list EL and a selection
history list SL. Registered in entry list EL are pairs of a
communication address of a game terminal waiting for grouping to be
completed and selection data of the game terminal. In a case in
which no game terminal is waiting for grouping to be completed,
entry list EL will be empty. Registered in selection history list
SL are pairs of selection data received from each of plural game
terminals A1 to A3, B1 to B3, C1 to C3, . . . and receipt time data
indicating a receipt time of the selection data. In a case in which
selection data has not been received yet, selection history list SL
will be empty.
[0047] There is stored in ROM 403 a boot program. This boot program
is read for execution when lobby server apparatus 40 is activated.
As a result, CPU 400 runs and executes a control program after
reading it from hard disk 401. Communication interface 404 performs
communication with router 30 in accordance with the predetermined
communication protocol under control of CPU 400.
[0048] FIG. 4 is a diagram showing an example of groups in game
system 100. In this example, game terminals A1, B1 and C2 belong to
group G1, game terminals A2, A3 and B2 belong to group G2, and game
terminals B3, C1 and C3 belong to group G3. Therefore, game
terminals A1, B1 and C2 are used for a single play of a game
associated with group G1, game terminals A2, A3 and B2 are used for
a single play of a game associated with group G2, and game
terminals B3, C1 and C3 are used for a single play of a game
associated with group G3.
[0049] FIG. 5 is a sequence chart showing an operational example of
a grouping process in game system 100. This example shows a case in
which the group G2 in FIG. 4 is formed in a situation in which no
game terminal is waiting for a grouping to be completed (a
situation in which entry list EL is empty). In this example, a
grouping request for requesting grouping is first transmitted from
game terminal A2 to lobby server apparatus 40 (s1), is then
transmitted from game terminal A3 to lobby server apparatus 40
(s3), and is then transmitted from game terminal B2 to lobby server
apparatus 40 (s5).
[0050] The grouping request contains a communication address of a
transmitter game terminal and selection data indicating a game
selected at this game terminal from among plural games GA, GB, GC
and GD. The communication address contained in the grouping request
from each game terminal includes, as shown in FIG. 6, a router
identifying section for identifying each of plural routers 20, 20,
20, . . . and a game terminal identifying section for identifying
each of plural game terminals connected to the routers.
[0051] Lobby server apparatus 40, upon receiving a grouping request
from a game terminal, registers in entry list EL a pair of a
communication address of a transmitter game terminal and selection
data contained in this grouping request, and registers in selection
history list SL the selection data and receipt time data for the
selection data. In a case in which only a grouping request that has
reached lobby server apparatus 40 since lobby server apparatus 40
received a grouping request from game terminal A2 until it received
a grouping request from game terminal B2 is a grouping request from
game terminal A3, as shown in FIG. 5, receiving a grouping request
from game terminal A2 (s1), registration into entry list EL and
into selection history list SL (s2), receiving a grouping request
from game terminal A3 (s3), registration into entry list EL and
into selection history list SL (s4), receiving a grouping request
from game terminal B2 (s5), and registration into entry list EL and
into selection history list SL (s6) are sequentially performed at
lobby server apparatus 40, and then game terminals A2, A3 and B2
are grouped (s7).
[0052] As a result of this grouping, group G2 to which game
terminals A2, A3 and B2 belong is formed, and one of plural games
GA, GB, GC and GD is associated with group G2. When this grouping
is completed, lobby server apparatus 40 transmits a grouping
response indicating that the grouping is completed to each of game
terminals A2, A3 and B2 (s8 to s10). These grouping responses are
identical except for its destination, and every response contains
the communication addresses of game terminals A2, A3, and B2 and
corresponding game data indicating a game associated with group G2.
Lobby server apparatus 40 then deletes all the pairs from entry
list EL (S11). The entry list EL becomes empty after this.
[0053] Each of game terminals A2, A3, and B2, upon receiving a
grouping response, communicates with other game terminals using the
communication addresses contained in the received grouping
response, to start a play process for progressing a play of a game
with the other game devices, the game being indicated by the
corresponding game data contained in the grouping response (s12).
For example, game terminal A2, upon receiving a grouping response,
communicates with each of game terminals A3 and B2 using
communication addresses contained in the grouping response, and
starts a play process for progressing a play of a game with game
terminal A3 and B2, the game being indicated by the corresponding
game data contained in the grouping response. As is obvious from
this, the game program is a computer program for enabling a game
terminal to be used for a play of plural games GA, GB, GC and
GD.
[0054] FIG. 7 is a sequence chart showing an operational example in
a play process in game system 100. In this example, when the play
process is started at group G2, a process is repeated of mutually
transmitting and receiving play data among game terminals A2, A3,
and B2 belonging to group G2 (s13 to s18). Play data is data
necessary for a play of a game associated with group G2. For
example, if the game associated with group G2 is a car rally game
in which virtual vehicles are maneuvered to compete for scores, the
play data will be data indicating the details of maneuvers for each
vehicle by a player who participates in a play that progresses in
this play process (users of game terminal A2, A3 and B2) and data
indicating the score of the player.
[0055] In the play process, CPU 200 of each of game terminals A2,
A3, and B2 consecutively causes display device 21 to display an
image in response to an operation of operation unit 230 and an
image corresponding to received play data. In each of plural games
GA, GB, GC, and GD, a condition for ending a play is set, and each
play of a game ends when the set condition is satisfied. In an
example of FIG. 7, when a condition set for a play of a game
associated with group G2 is satisfied, the play process ends (s19).
In the play of the car rally game, the ranking and win or lose are
determined based on the score upon termination.
[0056] FIG. 8 is a flowchart showing a grouping process performed
by lobby server apparatus 40. The grouping process is a process of
repeating grouping. In the grouping process, CPU 400 of lobby
server apparatus 40 first determines whether it has received a
grouping request from any of plural game terminals A1 to A3, B1 to
B3, C1 to C3, . . . (s31).
[0057] In a case in which a result of the determination is NO, the
process returns to Step s31. Thus, CPU 400 waits until it receives
a grouping request from one of plural game terminals A1 to A3, B1
to B3, C1 to C3, . . . . The grouping request contains a
communication address of a transmitter game terminal and a piece of
selection data. As is obvious from this, CPU 400 serves as a
selection data receiver that receives a piece of selection data
from each of plural game terminals A1 to A3, B1 to B3, C1 to C3, .
. . .
[0058] In a case in which a result of the determination in Step s31
is YES, CPU 400 registers, in entry list EL, a pair of a
communication address of a transmitter game terminal and selection
data contained in the received grouping request (s32), and
registers, in selection history list SL, a pair of the selection
data and receipt time data showing the receipt time of the
selection data (s33). Lobby server apparatus 40 has a real time
clock (not shown). CPU 400 serves as a timer for keeping a current
time using this real time clock, and upon receiving a grouping
request, lets the current time be the receipt time of the selection
data contained in this grouping request, to generate receipt time
data indicating this receipt time.
[0059] CPU 400 then refers to entry list EL, to determine whether
the number of game terminals waiting for the completion of grouping
(waiting number) is less than the above prescribed number (three)
(s34). In a case in which a result of the determination is YES, the
process returns to Step s31. Thus, CPU 400 repeats the process from
Steps s31 to s34 until the waiting number reaches the prescribed
number.
[0060] In a case in which a result of the determination in Step s34
turns NO, CPU 400 groups game terminals of the prescribed number
having transmitted selection data registered in entry list EL, to
form a group of these game terminals (s35), transmits to each of
these game terminals a grouping response (s36), deletes all the
pairs from entry list EL (s37). Thereafter, the process returns to
Step s31.
[0061] In the grouping of Step s35, CPU 400 identifies a game based
on the prescribed number of pairs registered in entry list EL (the
prescribed number of pairs for a group to be formed), to associate
the identified game with the group to be formed. In other words,
CPU 400 serves as a grouper that groups transmitter game terminals
of the received pieces of selection data by the prescribed number
(three) in an order in which the pieces of selection data were
received, to form plural groups, that, in each grouping, identifies
a game based on prescribed number of pieces of selection data for a
group to be formed, and that associates the identified game with
the group to be formed. However, a method for identifying a game to
be associated with a group to be formed depends on the number of
game venues in which the game terminals of the prescribed number
for a group to be formed are sited.
[0062] In a case in which the number of game venues in which the
game terminals of the prescribed number for a group to be formed
are sited is 1, CPU 400 selects, in a random manner, one of the
prescribed number of pieces of selection data registered in entry
list EL, thereby to identify a game. This selection is performed,
for example, by using a random number. In this specification,
"selecting in a random manner" means a selection that is made in a
case in which the selection probabilities for all the options are
equal to one another. Therefore, in a case in which two pieces of
selection data each indicating game GA and a piece of selection
data indicating a game GB are registered in entry list EL, the
probability of game GA being identified as a game to be associated
with a group to be formed will be 1/3+1/3=2/3, and the probability
of game GB being identified will be 1/3.
[0063] In a case in which the number of game venues in which game
terminals of the prescribed number for a group to be formed are
sited is two or greater, CPU 400 associates a game with each of
these game venues and randomly selects one of these game venues. In
this case, a game corresponding to the selected game venue is
identified as the game. For example, in a case in which a group G2
as shown in FIG. 4 is formed, in which selection data from game
terminal A2 and selection data from game terminal A3 both indicate
game GB, and in which selection data from game terminal B2
indicates game GA, game GB is associated with game venue A in FIG.
1, whereas game GA is associated with game venue B in FIG. 1.
Because the selection probability of game venue A and that of game
venue B are both 1/2, the probability of game GB being identified
as a game to be associated with group G2 and the probability of
game GA being identified will be both 1/2.
[0064] In this example, a game to be associated with each game
venue is selected by a rule of majority based on selection data
pieces from game terminals sited in the game venue from among the
prescribed number of pieces of selection data registered in the
entry list EL, but it is not limited thereto. For example, in a
case in which the prescribed number of pieces of selection data
registered in entry list EL contain selection data pieces from two
game terminals sited in the same game venue and in which these
pieces of selection data indicate a game different from each other,
a game to be associated with the game venue is randomly selected
based on these pieces of selection data. The present embodiment may
be modified so that random selection is always employed.
[0065] As shown in FIG. 8, CPU 400, upon completing a grouping,
transmits the above described grouping response to each of game
terminals A2, A3 and B2 (s36). CPU 400 then deletes all the pairs
from entry list EL (s37). Thereafter, the process returns to Step
s31. Thus, CPU 400 serves as a grouper that forms plural groups by
grouping game terminals of the prescribed number having transmitted
pieces of selection data received by communication interface 404 in
an order in which the selection data pieces were received. In game
system 100, while a play of a game is progressing in a group,
another play of the same game could progress in another group.
[0066] FIG. 9 is a flowchart showing a schedule data generation
process performed by lobby server apparatus 40. The schedule data
generation process is a process of repeatedly generating schedule
data. In the present embodiment, this generation is performed on a
cycle of one day. In principle, the schedule data is data
associating each of plural schedule periods not overlapping one
another with a game for which the number of times selected is
greatest during a count period corresponding to each schedule
period. An exception will be described later. Count periods are
plural periods not overlapping one another, and these count periods
respectively correspond to plural schedule periods. The schedule
period is a period in the future, and the count period is a period
in the past corresponding to the schedule period. For example, a
period from 10 a.m. to 11 a.m. of the next day is a schedule
period, and a period from 10 a.m. to 11 a.m. of the previous day is
a count period.
[0067] In the schedule data generation process, CPU 400 first
determines whether the current time passes a schedule data
generation time (s41). In a case in which a result of this
determination is NO, the process returns to Step s41. In other
words, CPU 400 waits for the current time to pass the schedule data
generation time. In a case in which a result of the determination
in Step s41 is YES, CPU 400 counts, based on selection history list
SL, the number of times selected for each of plural games GA, GB,
GC, and GD for each count period (s42). In this counting, the
number of times selected for a game during a count period will be,
from among pairs of selection data and receipt time data indicating
a receipt time of the selection data registered in selection
history list SL, the number of pieces of selection data indicating
the game and included in a pair for which receipt time data
indicates a time within the count period. Thus, CPU 400 serves as a
counter that counts the number of times selected for each of plural
games GA, GB, GC, and GD for each of plural count periods using
receipt time data and selection data.
[0068] Subsequently, CPU 400 generates schedule data based on the
number of times selected counted in Step s42, for overwriting into
RAM 402 (s43). In this generation, data associating each of plural
schedule periods with a game for which the number of times selected
is the greatest during a count period for the schedule period is
first generated based on the number of times selected counted in
Step s42. This data will be schedule data in principle. Thus, CPU
400 serves as a schedule data generator that generates schedule
data associating a game for which the number of times selected is
the greatest with a schedule period based on the counted number of
selection. However, as an exception, in a case in which there is a
game that is not associated with any of the plural schedule
periods, schedule data is changed so that each of plural games GA,
GB, GC, and GD is associated with one of the plural schedule
periods.
[0069] For example, as shown in FIG. 10, it will be the exception
in a case in which the number of schedule periods is 4, in which a
game for which the number of times selected is the greatest during
a first schedule period is game GA, in which a game for which the
number of times selected is the greatest during a second schedule
period is a game GB, in which a game for which the number of times
selected is the greatest during a third schedule period is game GC,
and in which a game for which the number of times selected is the
greatest during a fourth schedule period is game GA. Therefore, for
example, as shown in FIG. 11, schedule data associating the first
schedule period with game GA, the second schedule period with game
GB, the third schedule period with game GC, and the fourth schedule
period with game GD is generated.
[0070] In an example of FIG. 11, game GD is associated with the
fourth schedule period for which the probability of game GD being
selected is higher among the first and fourth schedule periods.
However, this may be modified so that game GD is associated with
the first schedule period for which the number of game GD being
selected is higher among the first and fourth schedule periods. The
probability of a game being selected is the number of times
selected for the game divided by the number of times selected for
all the games. Alternatively, the above exception may be eliminated
always to associate a game for which the number of times selected
is the greatest in a count period with a schedule period
corresponding to the count period.
[0071] As shown in FIG. 9, CPU 400, having generated schedule data
for storage into RAM 402, deletes all the pairs from selection
history list SL, and updates the schedule data generation time,
plural count periods and plural schedule periods (s44). After this
update, the schedule data generation time will be a time that is
one day later, and each count period and each schedule period each
will be a period that is one day later. Thereafter, the process
returns to Step s41. Thus, the process from Step s41 to s43 is
repeatedly performed at a cycle of one day.
[0072] FIG. 12 is a flowchart showing a schedule data delivery
process performed at lobby server apparatus 40. The schedule data
delivery process is a process of delivering schedule data stored in
RAM 402 to a game terminal. In the schedule data delivery process,
CPU 400 first determines whether it has received a schedule data
delivery request from one of plural game terminals A1 to A3, B1 to
B3, C1 to C3, . . . , requesting the delivery of schedule data
(s51). In a case in which a result of the determination is NO, the
process returns to Step s51. That is, CPU 400 waits until it
receives a schedule data delivery request from one of plural game
terminals A1 to A3, B1 to B3, C1 to C3, . . . .
[0073] In a case in which a result of the determination in Step s51
is YES, CPU 400 reads schedule data from RAM 402, to transmit in
response the data to transmitter game terminal of the received
schedule data delivery request (s52). Thereafter, the process
returns to Step s51. That is, in the schedule data delivery
process, lobby server apparatus 40, every time it receives a
schedule data delivery request from one of plural game terminals A1
to A3, B1 to B3, C1 to C3, . . . , transmits schedule data in
response. CPU 400 may transmit schedule data to each game terminal,
for example, on a regular basis even without receiving a delivery
request from a game terminal. Thus, CPU 400 serves as a schedule
data transmitter that transmits schedule data to each of plural
game terminals A1 to A3, B1 to B3, C1 to C3, . . . .
[0074] FIG. 13 is a flowchart showing a client process executed at
a game terminal. The client process starts when a game terminal is
activated. In the client process, CPU 200 of the game terminal
first transmits a schedule data delivery request to lobby server
apparatus 40 (s61), and receives schedule data from lobby server
apparatus 40 (s62). Thus, CPU 200 serves as a schedule data
receiver that receives schedule data from lobby server apparatus
40. Because the schedule data is overwritten at lobby server
apparatus 40, the latest schedule data is received in Step s62.
[0075] CPU 200 then uses the received schedule data to cause
display device 21 to display a schedule table indicating a grouping
schedule (s63). In this case, the schedule table is displayed on a
demonstration screen for one of the games, as shown in FIG. 14. A
mode of displaying a schedule can be freely selected. In an example
shown in FIG. 14, the table has an area in which images are
displayed in a line, the images showing eleven schedule periods by
equally dividing 11 hours from 10:00 to 21:00 of a displayed day
into 11 sections and an area in which images are displayed in a
line, the images showing games respectively corresponding to each
schedule period. Thus, because the schedule table is information
prompting the selection of a game corresponding to a schedule
period in each of the plural schedule periods, CPU 200 serves as an
information outputter that outputs information prompting the
selection of a game corresponding to a schedule period in the
schedule period.
[0076] In an example of FIG. 14, in a case in which the same game
is mapped to schedule periods next to one another, an image showing
the game is displayed across plural areas corresponding to an area
in which images for these schedule periods are in line. A game
terminal has a real time clock, and CPU 200 serves as a timer that
keeps a current time using this real time clock. Therefore, CPU 200
is capable of having a schedule period including a current time
highlighted as shown in FIG. 14.
[0077] As shown in FIG. 13, CPU 200 then determines whether a play
is possible by an output signal from coin sensor 260 (s64). In a
case in which a result of the determination is NO, the process
returns to Step s63. Thus, CPU 200 continues displaying the
demonstration screen including the schedule table until a coin of
value for enabling a play is inserted. In a case in which a result
of the determination in Step s64 is YES, CPU 200 performs a game
selection process for selecting one of plural games GA, GB, GC, and
GD (s65).
[0078] FIG. 15 is a flowchart showing a game selection process. In
the game selection process, CPU 200 first provisionally selects one
of plural games GA, GB, GC, and GD (s71). "To provisionally select"
is a provisional selection and is not a true selection.
Subsequently, CPU 200 determines whether a selection instruction
has been input for selecting the game that is being provisionally
selected based on an operation signal output from operation unit
230 (s72).
[0079] In a case in which a result of the determination is NO, CPU
200 determines, based on an operation signal output from operation
unit 230, whether a provisional selection change instruction for
changing the provisionally selected game is input (s73). In a case
in which a result of the determination is YES, CPU 200 changes the
provisionally selected game in accordance with the provisional
selection change instruction (s74). In a case in which a result of
the determination in Step s73 is NO, and in a case in which the
process of Step s74 is completed, CPU 200 displays a selection
screen corresponding to the provisionally selected game (s75).
Thereafter, the process returns to Step s72.
[0080] Thus, the process from Steps s72 to s75 is repeated since a
selection instruction is input until a result of the determination
in Step s72 becomes YES, during which a selection screen as
illustrated in FIG. 16 or FIG. 17 is displayed on display device
21. FIG. 16 shows a selection screen in which a game that is being
provisionally selected is game GC, and FIG. 17 is a selection
screen in which a game that is being provisionally selected is game
GA. In a case in which a selection instruction is input and in
which a result of the determination in Step s72 becomes YES, CPU
200 selects the provisionally selected game (s76). Thus, CPU 200
serves as a selector that selects one of plural games GA, GB, GC,
and GD based on an operation made to operation unit 230.
[0081] As shown in FIG. 13, in a case in which the game selection
process in Step s65 ends, CPU 200 transmits, to lobby server
apparatus 40, a grouping request containing selection data
indicating a game that has been selected in the game selection
process (s66). Thus, CPU 200 serves as a selection data transmitter
that transmits, to lobby server apparatus 40, selection data
indicating a result of game selection. CPU 200 then receives a
grouping response from lobby server apparatus 40 (s67), to perform
the above-described play process (s68). When the play process ends,
CPU 200 causes display device 21 to display a result of a play (for
example, ranking and win or lose) (s69). The process returns to
Step s63 thereafter.
[0082] As described in the foregoing, game system 100 has plural
game terminals A1 to A3, B1 to B3, C1 to C3, . . . , that can be
used for a play of plural games, and lobby server apparatus 40. In
lobby server apparatus 40, grouping is performed on a first-come
basis without depending on the selection of a game indicated by the
selection data. In the first-come-basis grouping not depending on
the selection of a game, there is an advantage in that time
required for grouping is not increased even if the number of games
selectable is large relative to the number of game terminals, but
there is a disadvantage in that a player may be made to participate
in a play different from a game that the player has selected. In
game system 100, each game terminal selects one of plural games
based on an operation made to operation unit 230 by a player, and
transmits selection data indicating a result of the selection to
lobby server apparatus 40. Lobby server apparatus 40 uses the
selection data to count the number of times selected for each of
plural games for each count period, and transmits, to each game
terminal, schedule data associating, as a general rule, each
schedule period with a game for which the number of times selected
for a count period corresponding to the schedule period is the
greatest, based on the counted number of selection. Because each
game terminal outputs, based on the schedule data, information
prompting selection, in each schedule period, of a game
corresponding to the schedule period, a game selection in each
schedule period corresponding to the schedule period is prompted at
each game terminal.
[0083] Therefore, according to game system 100, a player, if the
player understands that the first-come basis grouping not depending
on a game selection is performed, can understand that there would
be a high probability of being made to participate in a play of a
game corresponding to a schedule period even if the player selects
a game other than the game corresponding to the schedule period.
The probability for a player who understands this to select in a
schedule period a game other than a game corresponding to the
schedule period is sufficiently low. Therefore, the probability of
a game corresponding to the schedule period being selected in the
schedule period would be high. As a result, the probability of a
player being made to participate in a play of a game that is
different from a game the player has selected will be reduced to
low levels. Therefore, according to game system 100, the incidence
of a player being made to participate in a play of a game different
from the selected game can be reduced to low levels, without
increasing the time required for grouping.
[0084] Furthermore, according to game system 100, in a case in
which the plural games include a game that is not associated with
one of the plural schedule periods, each of the plural games is
associated with one of the plural schedule periods. Therefore, the
number of games that can be selected does not have to be reduced
practically.
[0085] Game system 100 may be modified so that schedule data is
data associating each schedule period with a game for which the
number of times selected is greatest in a count period
corresponding to the schedule period without exceptions. According
to this modification, because each schedule period is associated
with a game for which the number of times selected is greatest in a
count period corresponding to the schedule period, the probability
of a user of a game terminal in each schedule period being a person
not wanting to participate in a play of a game corresponding to the
schedule period will be sufficiently low. Therefore, according to
this modification, people giving up participation in a play of a
desired game will be sufficiently reduced.
[0086] Furthermore, game system 100 may be modified so that a game
to be associated with a group to be formed is decided on a majority
basis based on the selection data. However, according to this
modification, a game for which a player participates in a play
could be identified independently from the details of a part of
game selections. For example, in a case in which the prescribed
number is 3, in which two pieces of selection data are received by
the selection data receiver, and in which both pieces of the
selection data indicate the identical game, the game indicated by
the two pieces of already received selection data will be
associated with a group to be formed no matter which game is
indicated in the remaining one piece of selection data. Thus, a
game for which a player participates in a play is identified
regardless of a game indicated by the third piece of selection
data. In contrast, in game system 100, in each grouping, one of the
prescribed number of pieces of selection data is randomly selected,
and a game indicated by the selected piece of selection data is
associated with a group to be formed. Therefore, a game for which a
player participates in a play could not be identified independently
from the game selection. Also, according to game system 100, the
greater is the number of pieces of selection data indicating the
same game, the higher is the probability of this game being
selected. Therefore, the number of players who are made to
participate in a play other than a game each player has selected
can be reduced.
[0087] Also, according to game system 100, plural game terminals
are dispersely located at plural game venues, and in a case in
which, in each grouping, the number of game venues in which game
terminals of the prescribed number for a group to be formed are
located is 1, one of the prescribed number of pieces of selection
data is randomly selected, and a game indicated by the selected
selection data is made associated with the game. In a case in which
the number of game venues in which the game terminal of the
prescribed number for the group are located is two or greater, one
game is associated with each of these game venues, one of the game
venues then being randomly selected, and a game corresponding to
the selected game venue is associated with this group. Therefore,
the probability for this group being associated with a game
corresponding to a game venue in which the majority of the game
terminals of the prescribed number of this group is located would
be equal to the probability of being associated with a game
corresponding to a game venue in which the minority is located.
Therefore, a situation is avoided in which those who use a game
venue having a small number of game terminals located and those who
have few acquaintances who use the same game venue are
disadvantaged.
[0088] Also, game system 100 may be modified so that game terminal
(CPU 200) is prohibited from selecting in a schedule period a game
other than a game corresponding to the schedule period. FIG. 18
shows an example of a selection screen according to this
modification. FIG. 18 corresponds to FIG. 16. In the selection
screen of FIG. 16, game GA, GB, GC, or GD can be provisionally
selected or selected, whereas in the selection screen of FIG. 18,
it is only game GC that can be provisionally selected or selected.
This is because the selection screen of FIG. 18 is a selection
screen in a schedule period associated with game GC. According to
this modification, because, in a schedule period, no game other
than a game corresponding to this schedule period will be selected,
there will be no players who are made to participate in a play of a
game different from the selected game.
[0089] This modification is further modified so that, instead of
prohibiting the selection of a game, a play of the game in a group
may be prohibited. FIGS. 19 and 20 each show an example of a
selection screen according to this modification. In the selection
screen of FIG. 19, game GC is provisionally selected, and a play of
game GC in a group is provisionally selected. In the selection
screen of FIG. 20, game GA is provisionally selected, but a play of
game GA in a group cannot be provisionally selected.
[0090] In the game system 100, the above-described plural count
periods may be removed, to employ, instead of the above-described
plural schedule periods, a first schedule period and a second
schedule period that is shorter than the first schedule period, the
first and the second schedule periods not overlapping with each
other. In this case, the number of times selected will be the
number of times selected from a time at which the lobby server
apparatus was activated. Accordingly, the schedule data may be data
associating a first game for which the number of times selected is
the greatest with the first schedule period and associating a
second game other than the first game with the second schedule
period. The schedule table displayed at a game terminal may be
information for prompting selection of the first game in the first
schedule period and prompting selection of the second game in the
second schedule period. According to this modification, the first
schedule period in which the selection is prompted of the first
game with a high probability of being selected is longer than the
second schedule period in which the selection is prompted of the
second game with a low probability of being selected. Therefore,
according to this game system, the number of people who give up
participation in a play of a desired game can be reduced.
[0091] Game system 100 may be modified so that, as shown in FIG.
21, a weekly updated schedule table is displayed at each game
terminal. Alternatively, Monday through Friday may be made a
schedule period, and Saturday through Sunday may be another
schedule period. Also, a period having consecutive weekdays may be
made one schedule period, and a period having consecutive holidays
may be made another schedule period. The count period is freely
changed in accordance with the schedule period settings. Also, the
display of the schedule table may be modified to notification by
voice.
[0092] Game system 100 may be modified to have one count period, or
to have one schedule period. The prescribed number may be 2, or 4
or more. The number of game terminals sited in each game venue may
be 2, or 4 or more. All the game terminals may be sited in one game
venue. The number of games that can be used for a play may be 2, 3,
or 5 or more. The game system may be applied to a game other than a
car rally.
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