U.S. patent application number 13/502686 was filed with the patent office on 2012-08-09 for game system and computer program.
Invention is credited to Hiroyuki Ashida, Tomoaki Fujii, Tomoko Habara, Shinpei Makino, Shintaro Osato, Naoya Osawa, Kenji Seki, Takahiko Shimada, Ken Shimomura.
Application Number | 20120202603 13/502686 |
Document ID | / |
Family ID | 43900148 |
Filed Date | 2012-08-09 |
United States Patent
Application |
20120202603 |
Kind Code |
A1 |
Osato; Shintaro ; et
al. |
August 9, 2012 |
GAME SYSTEM AND COMPUTER PROGRAM
Abstract
Provided is a game system capable of easily performing the
second and subsequent matching processes of the game which is
played in two or more rounds. The game system includes a center
server and game machines that can be connected to the center server
through a communication line, and executes a game played in rounds.
In the game system, the center server performs matching on a
predetermined number of game machines from the game machines in
response to matching requests and gives the same session ID to the
game machines which are matched first. Using the session ID, the
matching is performed on each of the game machines to which the
same session ID is given or on each of the game machines to which
the same session ID is not given.
Inventors: |
Osato; Shintaro; (Minato-ku,
JP) ; Habara; Tomoko; (Minato-ku, JP) ;
Shimada; Takahiko; (Minato-ku, JP) ; Shimomura;
Ken; (Minato-ku, JP) ; Fujii; Tomoaki;
(Minato-ku, JP) ; Seki; Kenji; (Minato-ku, JP)
; Makino; Shinpei; (Minato-ku, JP) ; Osawa;
Naoya; (Minato-ku, JP) ; Ashida; Hiroyuki;
(Minato-ku, JP) |
Family ID: |
43900148 |
Appl. No.: |
13/502686 |
Filed: |
September 22, 2010 |
PCT Filed: |
September 22, 2010 |
PCT NO: |
PCT/JP10/66430 |
371 Date: |
April 18, 2012 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/795 20140902;
A63F 13/31 20140902; A63F 2300/5533 20130101; A63F 2300/8064
20130101; A63F 13/814 20140902; A63F 13/352 20140902; A63F 13/48
20140902; A63F 13/35 20140902; A63F 2300/5566 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Oct 21, 2009 |
JP |
2009-242754 |
Claims
1. A game system comprising a center server and game machines that
can be connected to the center server through a communication line,
and a predetermined number of game machines among the game machines
being matched with each other in response to matching requests from
each of the game machines, after the matching ends, the center
server being disconnected from each of the matched game machines
and a game being played among the predetermined number of game
machines which are connected so as to communicate with each other
in two or more rounds, and wherein each of the game machines
comprises: a matching request device that issues the matching
request whenever each of the rounds starts; a connection device
that connects the matched game machines so as to communicate with
each other whenever each of the rounds starts; and a disconnection
device that disconnects the matched game machines whenever each of
the rounds ends, and wherein the center server comprises: a
matching device that matches, as the predetermined number of game
machines, the game machines satisfying a predetermined condition
among the game machines in response to the matching request from
each of the game machines whenever each of the rounds starts; and
an ID giving device that gives the same session ID to the game
machines which are matched first, among the game machines matched
by the matching device whenever each of the rounds starts, and the
matching device matches the game machines to which the same session
ID is given or the game machines to which the same session ID is
not given, using the session ID as the predetermined condition.
2. The game system according to claim 1, the center server further
comprising a determining device that determines a parent game
machine which outputs an instruction to other game machines among
the game machines based on an instruction from the center server,
and wherein the connection device connects the game machines such
that the parent game machine functions as a server and the other
game machines function as clients which operate in response to the
instruction from the parent game machine.
3. The game system according to claim 2, wherein the determining
device determines the parent game machine whenever each of the
rounds starts.
4. The game system according to claim 1, wherein matches to which
the game machines matched under different conditions belong are
played in the same round among the rounds, and wherein at least one
of the center server and the game machines further comprises a
master machine setting device that sets, for each match, one master
machine which manages the progress of the game from the game
machines belonging to each of the matches.
5. The game system according to claim 1, wherein the matching
request from each of the game machines to the center server
includes an identification code for identifying the rounds.
6. The game system according to claim 5, wherein the session ID
includes a round identifying portion as the identification code for
identifying the rounds.
7. A storage medium storing a computer program for a game system
being applied to a game system which comprises a center server and
game machines that can be connected to the center server through a
communication line, and in which a predetermined number of game
machines among the game machines being matched with each other in
response to matching requests from each of the game machines, after
the matching ends, the center server being disconnected from each
of the matched game machines and a game being played among the
predetermined number of game machines which are connected so as to
communicate with each other in two or more rounds, and wherein the
computer program is configured to cause each of the game machines
to serve as: a matching request device that issues the matching
request whenever each of the rounds starts; and a connection device
that connects the matched game machines so as to communicate with
each other whenever each of the rounds starts; and a disconnection
device that disconnects the matched game machines whenever each of
the rounds ends, and wherein the computer program is configured to
cause the center server to serve as: a matching device that
matches, as the predetermined number of game machines, the game
machines satisfying a predetermined condition among the game
machines in response to the matching request from each of the game
machines whenever each of the rounds starts; and an ID giving
device that gives the same session ID to the game machines which
are matched first, among the game machines matched by the matching
device whenever each of the rounds starts, and wherein the computer
program is configured to further cause the matching device to serve
as a device that matches the game machines to which the same
session ID is given or the game machines to which the same session
ID is not given, using the session ID as the predetermined
condition.
Description
TECHNICAL FIELD
[0001] The present invention relates to a game system in which a
game is played between game machines connected to each other
through a center server, and a computer program thereof.
BACKGROUND ART
[0002] There has been known a game system in which the game is
played between game machines connected to each other through a
center server (for example, see Patent Literature 1). In addition,
there is Patent Literature 2 or 3 as a prior art document related
to the invention. Patent Literature 1: Japanese Patent No. 3730248,
Patent Literature 2: Japanese Patent Application Laid-Open No.
2008-168116 and Patent Literature 3: Japanese Patent Application
Laid-Open No. 2007-215721.
SUMMARY OF INVENTION
Technical Problem
[0003] In some cases, the game system like the Patent Literature 1
matches the game machines using the center server, and disconnects
the center server from each game machine after notifying the
opponents to each game machine using a matching list. In this case,
in some cases, the game machines are connected to each other such
that they are divided into a master machine which manages the
progress of the game and client machines which are connected to the
master machine, and the game machines share information. In this
way, the game machine manages the progress of the game. In this
case, among the game machines, the master machine functions as a
server, and server-client connection is established between the
game machines. Since the progress of the game is managed between
the game machines, a process required to manage the progress of the
game can be dispersed in the game machines. Therefore, it is
possible to reduce the load of the server. However, since the
server is disconnected from each game machine, there is a concern
that information may not be transmitted between the game machines
according to communication conditions between the game machines and
the game machines may not share information. Also, for example,
when the master machine may not execute the game according to the
game rule or communication line trouble etc., a game machine which
will function as the new master machine needs to be determined In
this case, there is considered a method in which each game machine
approves the new master machine based on the matching list.
However, as described above, when there is a difference between
information items for the game machines due to the inconsistency of
the communication conditions or the like, the connection
destinations of the new master machine may not be matched with each
other between the game machines. As a result, some game machines
may not be connected to the new master machine. Further, it is
difficult to check whether the game machine which is approved as
the new master machine can be connected before it is connected.
Therefore, in some cases, connection to the new master machine is
performed several times. Furthermore, in some cases, even when all
of the client machines are connected to the new master machine,
there is a difference in information between the game machines at
the time when the machines are connected. These cases are assumed,
and processes capable of responding to the assumed cases need to be
prepared. Therefore, in many cases, each client machine
continuously performs the progress of the game in the stand-alone
mode, without reconnecting the client machines, even though the
client machines can be reconnected to each other based on the
matching list.
[0004] An object of the invention is to provide a game system
capable of easily performing the second and subsequent matching
processes of the game which is played in two or more rounds, and a
computer program thereof.
SOLUTION TO PROBLEM
[0005] A game system according to the present invention comprises a
center server and game machines that can be connected to the center
server through a communication line, and a predetermined number of
game machines among the game machines are matched with each other
in response to matching requests from each of the game machines,
after the matching ends, the center server is disconnected from
each of the matched game machines and a game is played among the
predetermined number of game machines which are connected so as to
communicate with each other in two or more rounds, and wherein each
of the game machines comprises: a matching request device that
issues the matching request whenever each of the rounds starts; a
connection device that connects the matched game machines so as to
communicate with each other whenever each of the rounds starts; and
a disconnection device that disconnects the matched game machines
whenever each of the rounds ends, and wherein the center server
comprises: a matching device that matches, as the predetermined
number of game machines, the game machines satisfying a
predetermined condition among the game machines in response to the
matching request from each of the game machines whenever each of
the rounds starts; and an ID giving device that gives the same
session ID to the game machines which are matched first, among the
game machines matched by the matching device whenever each of the
rounds starts, and the matching device matches the game machines to
which the same session ID is given or the game machines to which
the same session ID is not given, using the session ID as the
predetermined condition.
[0006] According to the present invention, the center server gives
the same session ID to the game machines to be matched with each
other, and matches the game machines based on the session ID. In
this way, the center server can manage the matching between the
game machines in an integrated fashion. In the game played in two
or more rounds, matching is performed plural times. However, since
the same session ID is given to the game machines which are target
of the second and subsequent matching processes, it is possible to
easily match the game machines based on the session ID. Also, since
the matching and connection between the game machines are refreshed
whenever each round starts, it is possible to prevent difficulties
in the progress of the game due to inconsistency between
information items for the game machines. For example, in the game
in which the players play two or more rounds in the tournament, in
some cases, the consolation match is hoped between the defeated
game machines, separately from the winner game machines. Since the
consolation match is played between the defeated game machines,
that is, the losers, it is played separately from the game played
between the game machines which won the game, that is, the winners.
However, finally, the winner of the consolation match needs to join
the game machines which won the previous round, and the game
machines including the winner of the consolation match and the
winners in the previous round need to compete with each other. In
this case, it is also possible to easily match the game machines
which won the previous round and the winner of the consolation
match based on the session IDs given to each game machine.
[0007] The game machines may be connected to each other in any
type. For example, in the game system according to an aspect of the
present invention, the center server may further comprise a
determining device that determines a parent game machine which
outputs an instruction to other game machines among the game
machines based on an instruction from the center server, and
wherein the connection device may connect the game machines such
that the parent game machine functions as a server and the other
game machines function as clients which operate in response to the
instruction from the parent game machine. In this case, since the
instruction from the center server is output to the game machines
through the parent game machine, it is possible to reduce the load
of the center server. Also, since the game machines are connected
to each other in a server-client type in which the parent game
machine functions as a server, it is possible to prevent a time
difference in instruction between the game machines, as compared to
other connection types. Furthermore, the center server can
determine the parent game machine in an integrated fashion.
[0008] In the game system according to an aspect of the present
invention, the determining device may determine the parent game
machine whenever each of the rounds starts. In this case, even when
the parent game machine is defeated and eliminated in each round,
it is possible to easily establish the server-client connection
between the game machines in the next round. Also, since the center
server determines the parent game machine in each round, each game
machine does not need to search for a connectable game machine
which will be approved as the parent game machine. A communication
environment between the game machines is greatly affected by the
environment in which each game machine is installed. However, since
the center server has a sufficiently stable communication
environment, the stability of the communication connection of the
center server is higher than that of the game machine. Therefore,
it is possible to prevent defects due to communication line trouble
or the like.
[0009] In the game system according to an aspect of the present
invention, matches to which the game machines matched under
different conditions belong may be played in the same round among
the rounds, and wherein at least one of the center server and the
game machines may further comprise a master machine setting device
that sets, for each match, one master machine which manages the
progress of the game from the game machines belonging to each of
the matches. In this case, it is possible to set the master machine
for each of the matches which are matched under different
conditions. In contrast, in the same round, the game machines are
connected to a common parent game machine, and transmission and
reception of information from and to the center server is executed
through the parent game machine. Therefore, it is possible to match
the rounds in each match under the control of the parent game
machine and it is possible to independently play each match under
the control of the master machine in each match. In this way, for
example, it is possible to independently play the match between the
winners of the previous round and the match between the losers of
the previous round which is different from the match between the
winners in the same round. And, it is possible to reduce the load
of the parent game machine, as compared to a case in which the
parent game machine also manages the progress of the game in each
round.
[0010] In the game system according to an aspect of the present
invention, the matching request from each of the game machines to
the center server may include an identification code for
identifying the rounds. In this case, it is possible to identify
the round to which the game machines to be matched should belong.
Therefore, it is possible to change the matching conditions in each
round. And, the aspect of the identification code is not
particularly limited. For example, in the game system according to
an aspect of the present invention, the session ID includes a round
identifying portion as the identification code for identifying the
rounds.
[0011] A computer program for a game system according to the
present invention is applied to a game system which comprises a
center server and game machines that can be connected to the center
server through a communication line, and in which a predetermined
number of game machines among the game machines being matched with
each other in response to matching requests from each of the game
machines, after the matching ends, the center server being
disconnected from each of the matched game machines and a game
being played among the predetermined number of game machines which
are connected so as to communicate with each other in two or more
rounds, and wherein the computer program is configured to cause
each of the game machines to serve as: a matching request device
that issues the matching request whenever each of the rounds
starts; and a connection device that connects the matched game
machines so as to communicate with each other whenever each of the
rounds starts; and a disconnection device that disconnects the
matched game machines whenever each of the rounds ends, and wherein
the computer program is configured to cause the center server to
serve as: a matching device that matches, as the predetermined
number of game machines, the game machines satisfying a
predetermined condition among the game machines in response to the
matching request from each of the game machines whenever each of
the rounds starts; and an ID giving device that gives the same
session ID to the game machines which are matched first, among the
game machines matched by the matching device whenever each of the
rounds starts, and wherein the computer program is configured to
further cause the matching device to serve as a device that matches
the game machines to which the same session ID is given or the game
machines to which the same session ID is not given, using the
session ID as the predetermined condition. It is possible to
achieve the game system according to the present invention by
executing the computer program according to the present
invention.
Advantageous Effects of Invention
[0012] As described above, according to the present invention, it
is possible to easily perform the second and subsequent matching
processes of the game which is played in two or more rounds.
BRIEF DESCRIPTION OF DRAWINGS
[0013] FIG. 1 is a diagram illustrating the overall configuration
of a game system according to an embodiment of the invention.
[0014] FIG. 2 is a diagram illustrating the outline of an intro
music quiz game which is executed by the game system according to
the embodiment of the invention.
[0015] FIG. 3 is a diagram illustrating an example of a matching
list.
[0016] FIG. 4 is a flowchart illustrating the process of a control
unit of a game machine and the process of a control unit of a
center server when the opponents to each game machine are
determined
DESCRIPTION OF EMBODIMENTS
[0017] FIG. 1 is a diagram illustrating a game system 1 according
to an embodiment of the invention. As illustrated in FIG. 1, in a
game system 1, game machines 2 and a center server 3 are connected
to a network 5 through routers 7. For example, the center server 3
is configured with one physical device, but the invention is not
limited thereto. One logical center server 3 may be configured with
a server group including physical devices. And, the Internet is
used as the network 5. In addition, the network 5 is not limited to
the Internet. The network 5 may use a communication line.
[0018] Each of the game machines 2 is a business game machine and
an appropriate number of game machines 2 are installed in a
commercial facility, such as a store 6. The router 4 is provided so
as to correspond to each store 6, and the center server 3 and the
game machines 2 in the same store are connected to the network 5
through the common router 4. In addition, a local server may be
installed between the game machine 2 and the router 4 in the store
6, and the game machine 2 may be connected to the center server 3
through the local server so as to communicate with the center
server 3.
[0019] The game machine 2 is provided with a control unit 8 which
is configured as a computer including a microprocessor and internal
memory devices (not illustrated) such as a ROM which stores a
program of operating system etc. to be executed by the
microprocessor, and a RAM which provides a work area to the
microprocessor. Also, an external storage device (not illustrated)
is connected to the game machine 2. The external storage device
stores various game programs to be executed by the control unit 8
and various kinds of data which are referred to by the programs
[0020] The center server 3 is provided with a control unit 7 which
is configured as a computer including a microprocessor and internal
memory devices (not illustrated) such as a ROM which stores a
program of an operating system to be executed by the
microprocessor, and a RAM which provides a work area to the
microprocessor. Also, an external storage device (not illustrated)
is connected to the center server 3. The external storage device
stores various server programs to be executed by the control unit 7
and various kinds of data which are referred to by the programs
[0021] Next, as an example of the game executed by the game system
1, the outline of an intro music quiz game will be described. FIG.
2 is a diagram illustrating the outline of the intro music quiz
game executed by the game system 1. As illustrated in FIG. 2, the
intro music quiz game is a tournament game in which a total of
eight game machines 2 participate and compete in three rounds and
the game machines 2 which won each round can be advanced to the
next round. In the first round, the eight game machines 2 are
divided into two groups each including four game machines 2 and the
two groups compete with each other. In the second and third rounds,
the game machines 2 which won the first round compete with each
other. The player of each game machine 2 can pay for a play fee
only once to play the game up to the third round as long as the
player continues to win.
[0022] First, each game machine 2 declares an intention to
participate in the game to the center server 3 through the network
5. As the declaration of the intention, each game machine 2
transmits a matching request to the center server 3. When the eight
game machines 2 which will participate in the first round are
determined, the center server 3 matches the game machines 2 as
opponents or associates in the first round, and transmits matching
information as a matching list 10 to each game machine 2. Also, the
center server 3 designates a parent game machine which functions as
a server in the first round from the eight game machines 2
participating in the game. After the information is transmitted,
the center server 3 is disconnected from the matched game machines
2. After disconnection, server-client connection is established
between the game machines 2 such that the parent game machine
functions as a server and the other game machines function as
clients. In this way, the center server 3 outputs instructions to
the game machines other than the parent game machine through the
parent game machine. In the example illustrated in FIG. 2, a game
machine 2a is designated as the parent game machine. In this way,
the eight game machines 2 are connected such that the game machine
2a functions as a server and the other game machines 2b to 2h
function as clients connected to the game machine 2a, and the
first-round game is played between the game machines 2. In
addition, as the embodiment for connecting the eight game machines
2, there may be applied various types of embodiments for connecting
the eight game machines 2 such as a star type or a ring type.
However, it is preferable that the server-client connection be
established between the game machines in order to suppress the
communication time difference between the game machines 2.
[0023] In the first-round group match, four game machines 2 in one
of the two groups which gets a higher score in the first round are
advanced as the winners to the semifinal, which are the second
round, and four game machines 2 in the group which gets a lower
score are the losers. Then, two game machines 2 which get a high
score among the game machines 2 in the loser group can be advanced
to a second-round consolation match, and the other two game
machines 2 are eliminated from the game (the game is over). In the
example illustrated in FIG. 2, of two groups G1 and G2, since the
score of the group G2 is higher than that of the group G1, game
machines 2e to 2h belonging to the group G2 are advanced to the
second round which is the semifinal. On the other hand, among game
machines 2a to 2d belonging to the group G1, which is a defeated
group, since the two game machines 2c and 2d get scores higher than
those of the game machines 2a and 2b, the game machines 2c and 2d
are advanced to the second-round consolation match, and the other
two game machines 2a and 2b are eliminated from the game. Also, at
the time when the two game machines 2a and 2b which are defeated in
the first round are determined, all of the game machines 2 are
disconnected from each other once.
[0024] In the second round, the consolation match and the semifinal
are played on the game machines. In the second-round consolation
match, the two game machines 2c and 2d belonging to the loser group
G1 compete with each other (1 vs. 1). In the semifinal, the four
game machines 2e to 2h belonging to the winner group G2 compete
with each other (1 vs. 1 vs. 1 vs. 1). Before the second round
starts, each of the game machines 2c to 2h is connected to the
center server 3 again so as to communicate therewith. And, each of
the game machines 2c to 2h advanced to the second round transmits a
matching request to determine the opponent to the center server 3.
The center server 3 transmits, to each of the game machines 2c to
2h, a matching list in which the opponents to the game machines 2c
to 2h are matched again such that the game machine 2c and the game
machine 2d in the loser group G1 compete with each other in the
consolation match and the game machines 2e to 2h in the winner
group G2 compete with each other in the semifinal. After the
information is transmitted, the center server 3 is disconnected
from the matched game machines 2.
[0025] Also, the center server 3 designates a parent game machine
which functions as a server in the second round among six game
machines 2 participating in the second round. In the example
illustrated in FIG. 2, the game machine 2c is designated as the
parent game machine. In this way, in the second round, the game
machines 2c to 2h are connected to each other in a server-client
type in which the game machine 2c functions as a server and the
other game machines 2d to 2h function as clients, and the
second-round game is played between the game machines 2c to 2h.
Since only one game machine 2c is designated as the parent game
machine, information can be exchanged between the game machines 2c
and 2d advanced to the consolation match and the game machines 2e
to 2h advanced to the semifinal among the game machines 2c to 2h.
In this way, it is possible to manage the progress conditions of
the consolation match and the progress conditions of the semifinal
in an integrated fashion. However, it is necessary to configure the
semifinal and the consolation match such that they are not affected
with each other by the progress conditions of them. Therefore, one
of the two game machines 2c and 2d which play the consolation match
and one of the four game machines 2e to 2h which play the semifinal
are further set as master machines for managing the progress of the
game. The two master machines manage the progress of the two game
machines 2c and 2d and the progress of the four game machines 2e to
2h, respectively. As the progress management, for example, each
master machine manages the questions given in the consolation match
or the semifinal. For example, the management of the questions to
be given is achieved in such a manner that each of the game
machines 2e to 2h filters question data to which guard conditions,
such as "consolation match" and "semifinal", transmitted from the
center server 3 through the parent game machine 2c in response to
requests from each master machine are given so as to process the
target data to be given as questions on the basis of the guard
conditions and discard the data other than the target data to be
given as questions. In addition, in the first and third rounds
other than the second round, each parent game machine also
functions as the master machine. The winner of the two game
machines in the consolation match and the top two game machines
which get high scores among the four game machines in the semifinal
are advanced to the third round, which is the final round. In the
example illustrated in FIG. 2, the game machine 2d which is the
winner of the consolation match and two game machines 2e and 2f
which are the winners of the semifinal are advanced to the final.
At the time when the game machines 2d to 2f which will be advanced
to the third round are determined, all of the game machines 2 are
disconnected from each other again.
[0026] In the third round, which is the final round, three game
machines 2d to 2f which won the consolation match and the semifinal
of the second round compete with each other (1 vs. 1 vs. 1). Before
the third round starts, the game machines 2c to 2h are connected to
the center server 3 again so as to communicate therewith, and the
three game machines 2d to 2f which play the final round transmit a
matching request to determine the opponents to the center server 3.
The center server 3 transmits, to the game machines 2d to 2f, a
matching list in which the opponents to the game machines 2d to 2f
are matched again such that the three game machines 2d to 2f which
are advanced to the third round as the final compete with each
other. Also, the center server 3 designates a parent game machine
which functions as a server in the final round among the three game
machines 2 which play the final round. After these information are
transmitted, the center server 3 is disconnected from the matched
game machines 2. In the example illustrated in FIG. 2, the game
machine 2d is designated as the parent game machine. In this way,
in the third round, the game machines 2d to 2f are connected in a
server-client type in which the game machine 2d functions as the
server and the other game machines 2e and 2f function as the
clients, and the final game is played between the game machines 2d
to 2f. And, among the three game machines 2d to 2f in the final
round, one game machine getting the highest score in the final
round is the winner.
[0027] Next, the details of the matching list 10 transmitted to
each game machine 2 will be described. FIG. 3 is a diagram
illustrating an example of the matching list 10. The matching list
10 is transmitted from the center server 3 to each game machine 2
in order to notify the opponents to each game machine 2. As
illustrated in FIG. 3, the matching list 10 includes various kinds
of data, such as the IP address of each game machine 2 which is
matched as the opponent and a session ID 15. The center server 3
gives the session ID 15 in response to a request to participate in
the game and the session ID 15 is used to match the game machines
2. As illustrated in FIG. 3, the session ID 15 includes an ID
portion 15a and a round identifying portion 15b for identifying the
round of the game. As the ID portion, there may be used a "value"
(which increments whenever it is used), a "date", a "combination of
values unique to the user and the game machine" (unique values,
such as a global IP address, the registration number of the store,
a MAC address, a system ID in the case, and an e-AMUSEMENT path
ID). However, this is avoided since it causes inconvenience when
one game machine is used and does not participate in the game due
to, for example, defeat). Also, the number of rounds played by the
game machine 2 is given to the round identifying portion 15b. For
example, when the first round is played on the game machine 2, "1"
is given. When the second round is played on the game machine 2,
"2" is given. When the third round is played on the game machine 2,
"3" is given.
[0028] Next, processes when the control unit 7 of the center server
3 and the control unit 8 of each game machine 2 execute the intro
music quiz game will be described. FIG. 4 is a flowchart
illustrating the process of the control unit 8 of the game machine
2 and the process of the control unit 7 of the center server 3 when
the opponent to each game machine 2 is determined First, in Step S1
of FIG. 4, the control unit 8 of the game machine 2 determines
whether or not the round to which each game machine 2 belongs ends.
When the round to which each game machine 2 belongs ends, the
control unit 8 proceeds to Step S2 and disconnects the connection
between the game machines 2. Then, the control unit 8 proceeds to
Step S3. On the other hand, when it is determined in Step S1 that
the round to which each game machine 2 belongs has not ended, the
control unit 8 skips the subsequent steps and ends the current
routine. Then, in Step S3, the control unit 8 of the game machine 2
determines whether or not the player performs an operation to
declare an intention to participate in the game or the next round.
The declaration of the intention corresponds to, for example, the
payment of a play fee. In Step S3, when it is determined that the
player declares an intention to participate in the game, the
control unit 8 proceeds to Step S4. On the other hand, when it is
determined in Step S3 that the player does not declare an intention
to participate in the game, the control unit 8 skips the subsequent
steps and ends the current routine. Then, in Step S4, the control
unit 8 of the game machine 2 transmits a matching request as the
declaration of the intention to participate in the intro music quiz
game to the center server 3 on the basis of the operation of the
player. When the game machine 2 has the session ID 15, the matching
request in Step S1 includes the session ID 15. The control unit 7
receives the matching request from the game machine 2 in Step S11.
Then, in Step S12, the control unit 7 determines whether or not the
session ID 15 is included in the matching request received from the
game machine 2 as a predetermined condition. When the session ID 15
is not included in the matching request, the control unit 7
proceeds to Step 13 and adds the records of the game machines 2 to
a table for eight game machines. When the records of eight game
machines are added to the table for eight game machines, the
control unit 7 issues a common (same) session ID 15 to the eight
game machines 2 included in the table for eight game machines in
Step S14 and proceeds to Step S15. That is, it is determined that
each game machine 2 added to the table for eight game machines,
that is, each game machine 2 corresponding to the initial matching
without the session ID 15 satisfies the predetermined condition,
the session ID 15 is given. In addition, the round identifying
portion 15b of the session ID 15 issued by the control unit 7 in
Step S14 is "1".
[0029] On the other hand, when the determination result in Step S12
is "Yes", the control unit 7 proceeds to Step S18 and determines
the round corresponding to the matching request from the session ID
15 included in the matching request. As described above, since the
session ID 15 includes the round identifying portion 15b for
identifying the round played by the game machine 2, the
determination is performed on the basis of the round identifying
portion 15b of the session ID 15. In Step S18, when the round
identifying portion 15b included in the session ID 15 indicates the
first round, that is, when the round identifying portion 15b is
"1", the control unit 7 proceeds to Step S19 and adds the records
of the game machines 2 to a table for six game machines. When the
records of the game machines 2 are added to the table for six game
machines, the control unit 7 adds the game machines 2 having the
same session ID 15 to the same table for six game machines on the
basis of the session ID 15. And, when the records of the six game
machines are added to the table for six game machines, the control
unit 7 proceeds to Step S20 and updates the round identifying
portion 15b of the session ID 15 of the six game machines 2 in the
table for six game machines from "1" to "2" in Step S20. Then, the
control unit 7 proceeds to Step S15. In addition, the ID portion
15a of the session ID 15 is not changed.
[0030] In Step S18, when the round identifying portion 15b included
in the session ID 15 indicates the second round, that is, when the
round identifying portion 15b is "2", the control unit 7 proceeds
to Step S21 and adds the records of the game machines 2 to a table
for three game machines. When the records of the game machines 2
are added to the table for three game machines, the control unit 7
adds the game machines 2 having the same session ID 15 to the same
table for three game machines on the basis of the session ID 15,
similarly to Step S19. And, when the records of three game machines
are added to the table for three game machines, the control unit 7
proceeds to Step S20. In Step S20, the control unit 7 updates the
round identifying portion 15b of the session ID 15 of three game
machines 2 in the table for three game machines from "2" to "3".
Then, the control unit 7 proceeds to Step S15.
[0031] In Step S15, the control unit 7 generates the matching list
10 on the basis of the tables created in Steps S13, S19, and S21.
Then, in Step S16, the control unit 7 determines a parent game
machine 2 which will function as a server among the game machines 2
and proceeds to Step S17. The parent game machine may be determined
by various conditions capable of specifying one machine. For
example, the parent game machine may be selected at random, or the
game machine which is accessed first may be selected as the parent
game machine. In Step S17, the control unit 7 transmits information
about the matching list 10 made in Step S15 and the parent game
machine 2 determined in Step S16 to each game machine 2, and ends
the current routine. The information about the parent game machine
2 may be included in the matching list 10. The generation of the
matching list 10 and the determination of the parent game machine
may be reversed. The consolation match between the game machines 2
in the loser group and the semifinal between the game machines in
the winner group are identified by separate codes for identifying
the groups. When the matching list 10 is generated, the codes for
identifying the groups are considered for achieving the consolation
match and the semifinal.
[0032] In Step S5, the control unit 8 of the game machine 2
acquires the information about the matching list 10 and the parent
game machine 2 transmitted from the control unit 7. Then, in Step
S6, the control unit 8 of the game machine 2 sets a matching
environment. In the setting of the matching environment, for
example, there is included setting for server-client connection
which is established between the opponents or the partners such
that the parent game machine 2 functions as a server, or the
display of the opponents or the partners. Also, the parent game
machine may set a master machine as the setting of the matching
environment. In this case, in the second round, one master machine
is selected from the game machines 2 belonging to the consolation
match, and one master machine is selected from the game machines 2
belonging to the semifinal under various conditions capable of
specifying one game machine. In Step S7, the control unit 8 of the
game machine 2 permits the start of the game, and ends the current
routine.
[0033] According to this embodiment, in each round of the
tournament, the game machines are disconnected from each other, and
the center server 3 performs matching to determine the opponents
and determines the parent game machine. In this way, it is possible
to reduce the number of processes of the game machine and the
number of times information transmitted between the game machines.
Therefore, it is possible to reduce the load of the game machines.
And, the center server 3 can manage various processes and various
kinds of data in an integrated fashion. In this way, it is possible
to suppress, for example, a development load or a maintenance load.
Even when the parent game machine is defeated in each round, the
center server 3 determines a new parent game machine in the next
round. Therefore, even in the tournament game played in two or more
rounds, it is possible to easily establish the server-client
connection between the game machines 2. In this way, it is possible
to prevent difficulty in the progress of the game. Also, the same
session ID 15 is given to each of the eight game machines 2
participating in the tournament. Therefore, it is possible to
easily achieve the matching between the game machines 2 in each
round executed by the center server 3, with reference to the
session ID 15. Further, in matching in each round, only the number
of game machines 2 to be matched is changed according to the round.
Therefore, a common process can be used for matching in each round.
In this way, it is possible to suppress a development load and
hardware resources used. And, since the center server 3 performs
matching, it is possible to reduce the number of processes which
are performed for matching by each game machine 2. Since the number
of game machines 2 is more than the number of center servers 3, it
is possible to significantly reduce hardware resources.
[0034] In the above-described embodiment, the control unit 7 of the
center server 3 functions as an ID giving device, a matching
device, and a determining device by executing the routine
illustrated in FIG. 4. The control unit 8 of the game machine 2
functions as a matching request device and a disconnection device
by executing the routine illustrated in FIG. 4. Further, the game
machine 2 functions as a connection device and a master machine
setting device by executing Step S6 of FIG. 4.
[0035] The invention is not limited to the above-described
embodiment, but various modifications and changes of the invention
can be made. In the above-described embodiment, as the game played
in two or more rounds, a tournament game in which the number of
opponents is reduced in each round is played. However, the game
played in two or more rounds is not limited to the tournament game.
For example, as the game played in two or more rounds, a league
game may be played in which a predetermined number of game machines
compete with each other in each round while changing their
opponents and contests a winning rate of all of rounds. Also, as
described above, it is preferable that the game machines 2 be
connected to each other in the server-client type. However, the
connection type is not limited thereto.
[0036] In the above-described embodiment, the round identifying
portion 15b of the session ID 15 identifies the round. However, a
code for identifying the consolation match may be included in the
round identifying portion 15b. In this case, for example, "A" may
be included as the code for identifying the consolation match in
the round identifying portion 15b. Also, for example, when the
session ID is given at the beginning, codes "A" and "B" etc. for
identifying the groups may be given to the round identifying
portion 15b. In this case, in two-round matching, the winner group
can be matched with the semifinal, and the loser group can be
matched with the consolation match. And, two or more digits may be
prepared as the round identifying portion 15b.
[0037] In the above-described embodiment, the round identifying
portion 15b is included in the session ID 15, but the invention is
not limited thereto. Any round identification code may be used as
long as it can identify the round corresponding to the matching
request. For example, a code different from the session ID may be
given as a round identification code, and the round may be
identified by the code included in the matching request. This code
may be given by the game machine, or the round may be updated by
the game machine. Also, for example, the connection destination of
each game machine may be identified in each round by IP addresses
etc. which are identified for each rounds included in the matching
list. In this case, the center servers may be prepared for each
connection destination, or the connection destinations in each
round may be provided in one center server. Also, the game may be
configured such that the game machine can participate in the middle
of the rounds (in any one of the rounds included in the game). In
this case, for example, when a different code is used as the round
identification code, this code may be included as information about
the round in which the game machine wants to participate in the
matching request from the game machine. When this code is used,
Step S12 and Step S13 of FIG. 4 may be changed so as to prepare a
step for identifying the round information as a predetermined
condition and proceed to Step S19 or Step S21 according to the
round in which the game machine wants to participate. And, in Step
S20, the session ID may be given to the game machine which does not
have a session ID.
[0038] In the above-described embodiment, the code for identifying
the group is provided separately. However, similarly to the round
identifying portion 15b, the code may be included in the session
ID, or different connection destinations may be provided for each
group. Also, in the above-described embodiment, in the second
round, two matches with different conditions, that is, the
consolation match between the top two players among the losers in
the first round and the semifinal between four winners in the first
round are played. However, the different conditions are not limited
thereto. There may be provided a process which matches two or more
groups including the game machines formed by matching between the
groups. In this way, it is possible to combine the game played in
each group with the games played between two or more groups.
Therefore, for example, it is further possible to execute the
tournament type of game between one or two or more game machines
which won the league games in each region. That is, it is possible
to realize games with different conditions, such as, a league game
and a tournament game, in the same round. In the above-described
embodiment, the game machine 2 functions as the master machine
setting device, but the invention is not limited thereto. For
example, the center server 3 may set the master machine,
simultaneously with the determination of the parent game machine.
In this case, the control unit of the center server functions as
the master machine setting device.
REFERENCE SIGNS LIST
[0039] 1: GAME SYSTEM [0040] 2: GAME MACHINE (MASTER MACHINE
SETTING DEVICE) [0041] 3: CENTER SERVER [0042] 5: NETWORK
(COMMUNICATION LINE) [0043] 7: CONTROL UNIT (ID GIVING DEVICE,
MATCHING DEVICE, DETERMINING DEVICE) [0044] 8: CONTROL UNIT
(MATCHING REQUEST DEVICE, CONNECTION DEVICE, DISCONNECTION DEVICE)
[0045] 10: MATCHING LIST [0046] 15: SESSION ID [0047] 15a: ID
PORTION [0048] 15b: ROUND IDENTIFYING PORTION
* * * * *