TW200423991A - Game server, game management method and recording medium recording game management program - Google Patents

Game server, game management method and recording medium recording game management program Download PDF

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Publication number
TW200423991A
TW200423991A TW092132940A TW92132940A TW200423991A TW 200423991 A TW200423991 A TW 200423991A TW 092132940 A TW092132940 A TW 092132940A TW 92132940 A TW92132940 A TW 92132940A TW 200423991 A TW200423991 A TW 200423991A
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Taiwan
Prior art keywords
player
game
opponent
battle
information
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TW092132940A
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Chinese (zh)
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TWI237576B (en
Inventor
Katsunori Okita
Kazutaka Kubota
Hiroyuki Wada
Yuuki Harano
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Konami Corp
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Publication of TWI237576B publication Critical patent/TWI237576B/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/537Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The RAM362 of the control part of the central server is equipped with player identification information, the address memory part 3622 storing the e-mail address of individual communication device owned by the player, the CPU361 storing the counter player receiving part 3611 for designating the counter player in accordance with the player expected to combat with, the counter player search part 3613 for searching if there's counter player available of the first player when the first player starts the combat game at game terminal, the personal communication device owned by the second player with respect to the player issuing the combat request using the counter player search part 3613 to search out the combat request, and the mail forwarding part 3615 for the first player to send e-mails with primary intention for initiating combat.

Description

200423991 (1) 玫、發明說明 【發明所屬之技術領域】 本發明爲,相關於放置於複數的店鋪中,擁有各自的 螢幕的遊戲終端裝置及經由網路使其可通訊,用所指定數 目以下的複數遊戲終端裝置間使其應可實行對戰遊戲的進 行遊戲之管理的遊戲用伺服器裝置、遊戲管理方法及遊戲 管理用程式。 【先前技術】 以往,有許多可進行複數玩家的終端裝置被提案,或 者已經被使用中。又,在遊戲中心同一機種的遊戲終端裝 置配設數台,藉由LAN以及網際網路等的網路(及伺服 器)來接續複數的遊戲終端裝置,使複數的玩家可在同一 空間中可進行遊戲的遊戲終端裝置。像這種遊戲終端裝置 可進行麻將、象棋等桌上遊戲及運動、格鬥等對戰型遊 戲。 進行上述桌上型遊戲及對戰型遊戲時,由於藉由 LAN及網際網路等網路(及伺服器)接續複數的遊戲終 端裝置的原因,不特定多數的玩家可參加遊戲。像這般完 全不熟識的人對戰時,由於不瞭解對戰對手對於遊戲的相 關能力等的原因’比較起遊戲終端裝置使用單機形態將遊 戲終端裝置當成對手的來進行的一般遊戲來說’可給予進 行中的意外性與給予遊戲一定的趣味性。 -5- (2) (2)200423991 【發明內容】 在麻將、象棋等桌上型遊戲中,根據對戰對手的不 同’也會大大影響其趣味性。例如,麻將遊戲時,對那些 喜歡作牌形(役作9 )的玩家來說,喜歡做聽多種牌形胡 牌的玩家的存在令人困擾,也會大大地影響到遊戲的樂 趣。再者,對上級玩家來說,由於下級玩家的技術不夠而 感到不滿足,便成了影響遊戲的趣味性的主要原因。 以往,藉由網路(包括伺服器)所連接的複數遊戲終 端裝置時,由於不瞭解關於對戰對手在遊戲中的技巧,玩 遊戲時的特徵等情報,或者不瞭解對戰對手的遊戲進行狀 況’舉例來說,玩家照著螢幕上所顯示的對戰對手,隨意 地指定對戰對手。所以,會發生無法避免地與不適合(或 者不是所期待)的對戰對手進行遊戲的狀況,會降低遊戲 的趣味性。 本發明有鑑於上述課題,以提供可跟希望的對戰對手 進行遊戲的遊戲用伺服器裝置、遊戲管理方法以及遊戲管 理程式爲目的。 如申請專利範圍第1項所記載的遊戲用伺服器裝置 爲、設置於複數的店鋪中,擁有各自的螢幕的複數遊戲終 端裝置,以及由網路使其連線能通訊,在所指定數以下的 複數遊戲終端裝置間可實行對戰遊戲且可進行遊戲的管理 之遊戲用伺服益裝置’儲存包含玩家的識別資訊之個人資 訊的個人資訊記憶方法,和基於該遊戲用伺服器裝置與通 訊可能的個別通訊裝置,和前述遊戲終端裝置之至少來自 -6- (3) (3)200423991 一方的對戰要求資訊,可接受希望對戰之對手的對戰希望 對手指定,前述個人資訊記憶方法中’附和玩家的識別資 訊,儲存前述對戰希望對手的識別資訊的對戰對手接受方 法,和在第1玩家所操作的遊戲終端裝置中從認證結束時 到對戰遊戲開始爲止之間,藉由前述個人資訊記憶方法之 資訊,可搜尋有無希望以前述第1玩家爲對戰希望對手的 對戰要求之對戰對手檢索方法,和附加於做爲前述第1玩 家發出對戰希望對手的對戰要求之玩家之第2玩家的識別 資訊儲存於電子郵件之帳號記憶方法,和藉由前述對戰對 手檢索方法,如有以前述第1玩家爲對戰希望對手的對戰 要求時,從前述帳號記憶方法中取出前述第2玩家的電子 郵件帳號,對於前述第2玩家所擁有的個別通訊裝置,前 述第1玩家在前述遊戲終端裝置送訊開始對戰遊戲之主旨 的電子郵件的郵件送訊方法爲其特徵。 根據上述構成,在個人情報記憶方法中,有儲存包含 玩家的識別資料的個人情報,根據接受對戰對手的方法, 至少要基於該遊戲所使用的伺服器裝置與可通訊的個別通 訊裝置以及遊戲終端裝置之一的指示情報,就可以接受請 求對戰對手的對戰希望對手指定,在個人情報記憶方法 上,可儲存玩家的識別資料以及附和對戰希望對手的識別 資料,接著根據對戰對手搜尋方法,在第1玩家所操作的 遊戲終端裝置中,在個人認證結束時到對戰遊戲開始爲止 之間,基於上述個人情報記憶方法的情報,將會搜尋有無 以第1玩家爲對戰希望對手的對戰邀請。 (4) 200423991 並且,發出對戰邀請的第2玩家的識別資料及 應的電子郵件地址將會以地址記憶方法進行儲存, 戰對手搜尋方法,如有對戰邀請時,藉由郵件發訊 自地址記億方法中抽出第2玩家的電子郵件地址, 2玩家所擁有的個別通訊裝置,第1玩家在遊戲終 將發出主旨對戰遊戲開始的電子郵件。 如此,第1玩家所操作的遊戲終端裝置,個人 束到對戰遊戲開始爲止之間,針對以第1玩家爲對 對手的第2玩家所擁有的個別通訊裝置,因爲對戰 手的第1玩家在遊戲終端裝置發出對戰遊戲開始爲 電子郵件,第2玩家收到對戰希望對手的第1玩家 郵件後,始能得知可以進行對戰。如此一來,第2 希望對戰的第1玩家對戰的機會也將增加。 如申請專利範圍第2項所記載遊戲用伺服器裝 前述郵件送訊方法係,從前述第1玩家所操作之前 終端裝置所發出的以結束對戰遊戲爲主旨的資訊 後,從前述帳號記憶方法中取出前述第2玩家的電 帳號,對於前述第2玩家所擁有的個別通訊裝置, 1玩家在前述遊戲終端裝置送訊開始對戰遊戲之主 子郵件爲其特徵。 根據上述構成,藉由郵件傳送方法,自第1玩 作的上述遊戲終端裝置收到對戰遊戲爲主旨的情報 從地址記憶方法抽出第2玩家的電子郵件地址,第 在遊戲終端裝置對第2玩家所擁有的個別通訊裝置 與其對 根據對 方法, 針對第 端裝置 認證結 戰希望 希望對 主旨的 之電子 玩家與 置爲、 述遊戲 受訊以 子郵件 前述第 旨的電 家所操 之後, 1玩家 傳送對 (:5) 200423991 戰遊戲結束爲主旨的電子郵件。因爲第1玩家在遊戲終端 裝置封希望以% 1玩家爲ΐ彳戰手的第2玩家所擁有的個 別通訊裝置發出對戰遊戲結束爲主旨的電子郵件,第2玩 家收到對戰希望對手的第1玩家之電子郵件後,知悉第】 玩家無法對戰,使其增加便利性。200423991 (1) Description of the invention [Technical field to which the invention belongs] The present invention relates to game terminal devices having respective screens placed in a plurality of stores, and communicating through a network, using the specified number or less The game server device, game management method, and game management program should be capable of performing game management of the battle game among the plurality of game terminal devices. [Prior Art] In the past, many terminal devices capable of playing multiple players have been proposed, or have been used. In addition, several game terminal devices of the same model are installed in the game center, and a plurality of game terminal devices are connected through a network (and server) such as a LAN and the Internet, so that multiple players can play in the same space. A game terminal device for playing a game. Such a game terminal device can perform table games such as mahjong and chess, and battle-type games such as sports and fighting. When performing the above-mentioned desktop games and battle-type games, since a plurality of game terminal devices are connected through a network such as a LAN and the Internet, a large number of players can participate in the game. When people who are completely unfamiliar like this are fighting, because they do n’t know the opponent ’s ability to play games, etc., “compared to the general game where a game terminal device uses a stand-alone mode and the game terminal device is used as an opponent,” it can be given Unexpectedness on the go and give the game some fun. -5- (2) (2) 200423991 [Summary of the Invention] In table games such as Mahjong and Chess, it will also greatly affect the fun according to the differences of opponents. For example, in the game of mahjong, for those who like to play cards (competition 9), the presence of players who like to play cards with multiple cards is disturbing and will greatly affect the fun of the game. Furthermore, for the superior players, the dissatisfaction of the inferior players due to insufficient technology has become the main reason that affects the fun of the game. In the past, when a plurality of game terminal devices connected via a network (including a server), I did not know information about the opponent ’s skills in the game, characteristics of the game when playing the game, or did not know the opponent ’s game progress status. For example, the player can randomly designate the opponent according to the opponent shown on the screen. Therefore, it is inevitable to play a game with an unsuitable (or not expected) opponent, which will reduce the fun of the game. The present invention has been made in view of the above-mentioned problems, and an object thereof is to provide a game server device, a game management method, and a game management program capable of playing a game with a desired opponent. The game server device described in item 1 of the scope of patent application is a plurality of game terminal devices installed in a plurality of stores, each having its own screen, and connected by a network so that it can communicate, below the specified number. A game server device that can perform a battle game and manage the game among a plurality of game terminal devices, a method for storing personal information including personal information including player identification information, and a method based on the game server device and communication possibilities Individual communication devices and at least the game terminal device from -6- (3) (3) 200423991 The information of the battle request of one party can be specified by the opponents of the opponents who want to play. Identification information, the method of receiving the opponent's identification method of the opponent's desired opponent, and the information stored in the personal information storage method from the end of the authentication to the start of the competition in the game terminal device operated by the first player. , You can search for a match with the hope of the first player Requested opponent search method, and identification information of the second player attached to the player who requested the battle request against the first player, and stored in an email account, and using the opponent search method, If there is a match request with the first player as the desired opponent, the email account of the second player is taken out of the account memory method. For the individual communication device owned by the second player, the first player is in the aforementioned A feature of the mail terminal is a method of sending a mail by the game terminal device to send an e-mail of the main purpose of the game. According to the above configuration, in the personal information memory method, there is stored personal information including identification information of the player, and according to the method of receiving the opponent, at least based on the server device used in the game and the individual communication device that can communicate with the game terminal. One of the device's instructions can accept the designation of the opponent you want to play against. You can store the identification information of the player and the identification information of the opponent you want to match in the personal information memory method. Then, according to the search method of the opponent, In the game terminal device operated by one player, between the end of the personal authentication and the start of the battle game, based on the information of the above-mentioned personal information storage method, it will be searched for a battle invitation with the first player as the desired opponent. (4) 200423991 In addition, the identification information of the second player who sent out the invitation to battle and the corresponding email address will be stored by the address memory method, and the search method of the opponent. If there is a invitation to battle, the address will be sent by email. In the billion method, the email address of the second player and the individual communication devices owned by the two players will be sent out. At the end of the game, the first player will send an email addressing the start of the battle game. In this way, the game terminal device operated by the first player is personally held until the start of the battle game, and the individual communication device owned by the second player with the first player as the opponent is because the first player of the opponent is in the game The terminal device sends an email to start the battle game. After the second player receives the email of the first player who wants to play against the opponent, he can learn that the battle can be started. As a result, the chances of the first player in the second hoped battle will increase. As described in item 2 of the scope of the patent application, the above-mentioned mail sending method is installed on the server for the game. From the information sent by the terminal device before the operation of the first player to end the battle game, the method is used to store the account. Take out the electric account of the second player, and for the individual communication device owned by the second player, the main and sub-mails sent by the first player to the game terminal device to start the battle game are characterized. According to the above configuration, the mail terminal method is used to receive information on the main purpose of the game from the game terminal device of the first play, and the e-mail address of the second player is extracted from the address memory method. After the individual communication device owned and its pairing method are matched, the first-end device is authenticated, and the electronic player who wants to be the subject of the game is expected to perform the operation. Send an email to (: 5) 200423991 the end of the game. Because the first player on the game terminal device wishes to send an email with the main purpose of the end of the battle game to the individual communication device owned by the second player who is a% 1 player, the second player receives the first After the player's email, I learned that the player cannot play against each other, making it more convenient.

如申請專利範圍第3項所記載的遊戲用伺服器裝置爲 基於從前述第2玩家所擁有的前述個別通訊裝置的指示資 訊’具備判定是否要送訊前述電子郵件之郵件判定方法, 前述郵件送訊方法爲,藉由前述郵件判定方法,判定送訊 電子郵件時將送訊前述電子郵件爲其特徵。As described in the patent application scope item 3, the game server device is based on the instruction information from the individual communication device owned by the second player, and has a mail determination method for determining whether or not to send the email. The message method is to use the aforementioned mail judging method to judge that the aforementioned e-mail will be sent as a characteristic when sending the e-mail.

根據上述構成,藉由郵件判定方法,基於從第2玩家 所擁有的個別通訊裝置的指示情報,判定是否傳送電子郵 件’根據郵件發訊方法,藉由郵件判定方法,如判定發送 電子郵件時,將傳送電子郵件。所以如果第2玩家在上班 時,不希望收到電子郵件的時候,將從個別通訊裝置送出 不發送電子郵件主旨的指示情報,就算第2玩家希望對戰 的第1玩家在可以對戰的情況下,亦不會發出電子郵件。 所以’只有在第2玩家希望送出電子郵件的情況下,電子 郵件才會被送出,增加其便利性。 如申請專利範圍第4項所記載的遊戲終端裝置爲,接 受玩家所擁有的個別通訊裝置之電子郵件,在前述郵件記 憶方法附加玩家的識別資訊,具備有儲存電子郵件帳號的 帳號接受方法。 根據上述的構成,藉由地址受理方法·玩家所擁有的 -9- (6) (6)200423991 個別通訊裝置的電子郵件地址將被受理,在地址記億方法 中,玩家的識別資料與對應的電子郵件地址將被儲存。 如此,玩家所擁有的個別通訊裝置的電子郵件將被受 理,地址記憶方法中,由於玩家的識別資料以及對應的電 子郵件地址將被儲存,玩家所擁有的個別通訊裝置的個別 通訊地址的可以進行登錄、追加以及修改等,增加其便利 性。 如申請專利範圍第5項所記載的遊戲伺服器裝置爲, 上述地址受理方法將顯示在網頁,受理來自個別通訊裝置 的發訊情報,並受理電子郵件地址。根據上述構成,藉由 地址受理方法,受理在網頁上所顯示來自個別通訊裝置的 發訊情報,並受理電子郵件地址。在此,玩家藉由在網頁 上存取,可容易地將自己所擁有的個別通訊裝置的地址登 錄於遊戲用伺服器裝置爲其特徵。 如申請專利範圍第6項所記載的遊戲用伺服器裝置 爲,具備上述第1玩家所操作的遊戲終端裝置,個人認證 結束到對戰遊戲開始爲止之間,參照上述個人情報記憶方 法,上述第2玩家在等待對戰的情況,或者是與CPU對 戰中的情況來判定是否可對戰的對戰可否判定方法,以及 根據上述對戰可否判定方法,判斷第2玩家在可對戰的情 況下,即許可與上述第2玩家的對戰,被許可的對戰對手 的人數達到所訂之條件時,即讓對戰開始的對戰許可方& 爲其特徵。 根據上述構成,藉由對戰可否判定方法,第1玩家戶斤 -10- (7) (7)200423991 操作的遊戲終辆裝置’個人認證結束到對戰遊戲開始爲止 之間,參照個人情報記憶方法,第2玩家在等待對戰的情 況,或者是與CPU對戰中的情況來判定是否可對戰的對 戰可否判定方法’根據對戰可否判定方法,藉由對戰判定 方法’如判定第2玩家在可對戰的情況下,即許可與第2 玩家的對戰,被許可的對戰對手的人數達到所訂之條件 時,對戰即開始。因此’希望與第1玩家對戰的第2玩家 在可對戰的情況下’即可與第2玩家對戰,這樣第2玩家 與所希望的對手對戰的機會也增加。 如申請專利範圍第7項所記載的遊戲用伺服器裝置 爲,具備上述第1玩家所操作的遊戲終端裝置,在個人認 證結束到對戰遊戲開始爲止之間,參照上述個人情報記憶 方法,上述第3玩家在等待對戰的情況,或者是與CPU 對戰中的情況來判定是否可對戰的對戰可否判定方法,以 及根據上述對戰可否判定方法,判斷第3玩家在可對戰的 情況下,即許可與上述第3玩家的對戰,被許可的對戰對 手的人數達到所訂之條件時,即讓對戰開始的對戰許可方 法爲其特徵。 根據上述構成,藉由對戰可否判定方法,第1玩家所 操作的遊戲終端裝置,個人認證結束到對戰遊戲開始爲止 之間,參照個人情報記憶方法,第3玩家在等待對戰的情 況,或者是與CPU對戰中的情況來判定是否可對戰狀 態,根據對戰許可方法,藉由對戰可否判定方法’如判定 第3玩家在可對戰的情況下,即許可與第3玩家的對戰’ -11 - (8) 200423991 被許可的對戰對手的人數達到所訂之條件時,對 始。因此,第1玩家在希望對戰的第3玩家於可對 況下,即可與第3玩家對戰,這樣第3玩家與所希 手對戰的機會也增加。 如申請專利範圍第8項所記載的遊戲用伺服裝 上述對戰可否判定方法在上述第1玩家正在進行) 對戰遊戲時,在所定時間間隔,接受從上述第2玩 述第1玩家的對戰要求的玩家的第3玩家判定至少 否在對戰可能狀態,上述對戰許可方法根據上述可 方法,上述第2玩家及第3玩家至少一方被判定爲 戰可能狀態時,將許可與被判定對戰可能狀態的 戰’被許可的對戰對手之人數如達到所定之條件時 始對戰。根據上述構成,藉由對戰可否判定方法, 家進行與CPU對戰遊戲時,在所定時間間隔,第 以及第3玩家由於至少一方被判定是否爲對戰可能 第2玩家或第3玩家至少一方在對戰可能狀態時, 戰許可方法,由於被許可與第2玩家及第3玩家至 對戰’第1玩家與第2玩家或第3玩家對戰機會增 特徵。 如申請專利範圍第9項所記載的遊戲用伺服裝 上述對戰可否判定方法在上述第1玩家與CPU進 遊戲時,判定上述第2玩家及第3玩家至少一方在 能狀態時,對第1玩家所操作之遊戲終端裝置,上 玩家及弟3玩家至少一方傳送對戰可能狀態爲主旨 戰即開 戰的情 望的對 置爲, M cpu 家及上 一方是 否判定 上述對 玩家對 ,即開 第1玩 2玩家 狀態, 根據對 少一方 加爲其 置爲, 行對戰 對戰可 .述第2 之情報 -12 - (9) (9)200423991 爲其特徵。 根據上述構成,藉由對戰可否判定方法’第1玩家進 行與CPU對戰遊戲時,第2玩家及第3玩家至少一方被 判定爲對戰可能狀態時,對第1玩家所操作之遊戲終端裝 置,第2玩家及第3玩家至少一方傳送對戰可能狀態爲主 旨之情報。在此,進行與CPU對戰的第1玩家根據遊戲 終端裝置所表示之情報可確定第2玩家及第3玩家至少~ 方爲對戰可能狀態,可得知是否可以與第2玩家及第3玩 家至少一方對戰。 如申請專利範圍第1 0項所記載之遊戲用伺服裝置 爲,上述對戰對手接受方法爲根據從上述個別通訊裝置及 上述遊戲終端裝置之至少一方的指示情報,附和解除對戰 希望對手之指定,上述個人情報記憶方法中附和玩家的識 別情報,消去被儲存之上述對戰希望對手的識別情報爲其 特徵。 根據上述特徵,藉由上述對戰對手接受手段,根據個 別通訊裝置及前述遊戲終端裝置的至少一方來的指示,接 受解除對戰希望對手主指的指定,將玩家識別情報附加, 消去已儲存的對戰希望對手的識別情報。在此,玩家的對 戰希望對手的指定可取消,玩家的便利性向上。 如申請專利範圍第Π項所記載的遊戲用伺服裝置 爲,上述對戰對手接受手段接受遵照上述個別通訊裝置及 上述遊戲終端裝置來的要求,遵照所定條件,將對戰對手 的候補者名單送訊到上述個別通訊裝置及上述遊戲終端裝 -13- (10) (10)200423991 置的至少一方’根據上述個別通訊裝置及上述遊戲終端裝 置的至少一方來的上述候補者名單的選擇情報,接受指定 對戰希望對手的指定爲其特徵。 根據上述構成,藉由對戰對手接受手段,接受個別通 訊裝置及遊戲終端裝置來的要求,遵照所定的條件,將候 補者名單送訊到個別通訊裝置及遊戲用終端裝置至少一 方’遵照來自個別通訊裝置及遊戲終端裝置至少一方的候 補主名單的選擇情報’接受對戰希望對手的指定。在此, 玩家藉由對戰對手的候補者名單來的對戰希望對手的指 定,可容易的指定對戰希望對手,玩家的便利性向上。 如申請專利範圍第1 2項所記載的遊戲管理用程式爲 設置於複數的店鋪中,擁有各自的螢幕的複數遊戲終端裝 置,以及藉由網路使其連線能通訊,在所指定數目以下的 複數遊戲終端裝置間應可實行對戰遊戲之使用進行遊戲管 理之遊戲用伺服器裝置、擁有含有將個人情報儲存於個人 情報記憶方法玩家識別情報之處理,和基於該遊戲用伺服 器裝置與通訊可能的個別通訊裝置,以及前述遊戲終端裝 置之至少來自一方的對戰要求資訊,可接受希望對戰之對 手的對戰希望對手指定,前述個人資訊記憶方法中附加玩 家的識別資訊,儲存前述對戰希望對手的識別資訊的對戰 對手接受處理,和在第1玩家所操作的遊戲終端裝置中從 認證結束時到對戰遊戲開始爲止之間’基於前述個人資訊 記憶方法之資訊,接受希望対的相手適対希望相手的 指定、附和上述手段中的玩家識別情報’儲存上述對戰希 -14- (11) (11)200423991 望對手的識別情報的對戰對手接受手段、及第1玩家所操 作的遊戲終端裝置上,個人認證結束到對戰遊戲開始爲止 之間,基於上述個人情報記憶手段的情報,檢索是否有將 第1玩家當做對戰希望對手的對戰要求的對戰對手檢索手 段、及附和發出上述第1玩家爲對戰希望對手的對戰要求 的玩家的第2玩家的識別情報,儲存電子郵件地址的地址 記憶手段、及根據上述對戰對手檢索手段,如有要上述第 1玩家爲對戰希望對手的對戰要求時、從上述地址記憶手 段抽出上述第2玩家的電子郵件地址,對上述第2玩家所 擁有的個別通訊裝置、第1玩家從上述遊戲終端裝置送訊 對戰遊戲開始爲主旨的電子郵件的郵件送訊手段的機能爲 其特徴。 根據上述程式,在個人情報記憶手段,儲存包含玩家 的識別情報的個人情報,根據對戰對手接受手段,基於該 遊戲用伺服裝置與通訊可能的個別通訊裝置及遊戲終端裝 置的至少一方來的指示情報,接受希望對戰對手的對戰希 望對手的指定,與個人情報記憶手段裏的玩家記憶識別情 報附和,儲存對戰希望對手的識別情報。接著,根據對戰 對手檢索手段,在第1玩家所操作的遊戲終端裝置,從個 人認證結束時開始到對戰遊戲開始爲止之間,基於上述個 人情報記憶手段的情報檢索有無以第1玩家爲對戰希望對 手的要求。並且,附和發出對戰要求的玩家的第2玩家的 識別情報,電子郵件地址將被儲存在地址記憶手段,根據 對戰對手檢索手段,如有對戰要求時,根據郵件送訊手 •15· (12) 200423991 段,將從地址記憶手段抽出第2玩家的電子郵件地址,對 第2玩家所擁有的個別通訊裝置’第2玩家在遊戲終端裝 置上將收到以對戰遊戲開始爲主旨的電子郵件。According to the above configuration, the mail determination method determines whether to send an e-mail based on instruction information from an individual communication device owned by the second player. According to the mail transmission method and the mail determination method, such as when determining to send an e-mail, Email will be delivered. Therefore, if the second player does not want to receive an e-mail when he is at work, he will send instructions that do not send the subject of the e-mail from the individual communication device. Even if the second player wants the first player to be able to play, No email will be sent. Therefore, 'only if the second player wishes to send an e-mail, the e-mail will be sent out, increasing its convenience. For example, the game terminal device described in item 4 of the scope of patent application is to receive e-mails from individual communication devices owned by the player, add the player's identification information to the aforementioned mail memory method, and have an account acceptance method that stores an e-mail account. According to the above structure, by the address receiving method, the player ’s own -9- (6) (6) 200423991 email address of the individual communication device will be accepted. In the address counting method, the player's identification information and corresponding The email address will be stored. In this way, the email of the individual communication device owned by the player will be accepted. In the address memory method, because the player's identification information and the corresponding email address will be stored, the individual communication address of the individual communication device owned by the player can be performed. Register, add, and modify to increase its convenience. According to the game server device described in item 5 of the scope of patent application, the above-mentioned address acceptance method is displayed on a web page, and receives information from individual communication devices, and an e-mail address. According to the above configuration, the address receiving method accepts transmission information from individual communication devices displayed on a webpage, and receives an e-mail address. Here, the player can easily register the address of the individual communication device that he owns on the server device for the game by accessing it on the webpage. As described in the patent application scope item 6, the game server device includes a game terminal device operated by the first player, between the end of personal authentication and the start of the battle game. Refer to the personal information storage method described above, the second When the player is waiting for a match, or during a match with the CPU, a method for determining whether a match can be played or not, and according to the above-mentioned method for determining whether a match can be played, the second player is permitted to compete with the first For 2 player battles, when the number of permitted opponents reaches a predetermined condition, the characteristics of the battle licensor & According to the above-mentioned structure, by the method of judging whether or not a player can play, the first player Tojin -10- (7) (7) 200423991 operates the game-end device 'Personal authentication ends until the start of the battle game, referring to the personal information memory method, In the case where the second player is waiting for a match, or in the case of a battle with the CPU, the method for determining whether or not a match can be made is based on the method for determining whether or not the match can be performed. Next, the battle with the second player is permitted, and the battle starts when the number of permitted opponents reaches the predetermined condition. Therefore, "the second player who wants to play against the first player can play against the second player if he can play", so that the second player's chances to play against the desired opponent also increase. As described in item 7 of the patent application scope, the game server device includes a game terminal device operated by the first player, and refers to the above-mentioned personal information storage method between the end of personal authentication and the start of a battle game. 3 Players are waiting for a match, or are playing against a CPU to determine whether they can play against each other, and based on the above-mentioned method, whether or not a third player is allowed to play, that is, they are permitted to play against the above. For the third player's battle, when the number of permitted opponents reaches a predetermined condition, the method of allowing the start of the competition will be characterized. According to the above-mentioned structure, with the method for determining whether or not to play, the game terminal device operated by the first player, between the end of personal authentication and the start of the battle game, referring to the personal information storage method, the third player is waiting for the battle, or Based on the situation of the CPU in the battle to determine whether it is possible to play a match. According to the method of permission to play, the method of judging whether or not to play is allowed. 'If it is determined that the third player can play, the battle with the third player is permitted' -11-(8 200423991 When the number of permitted opponents meets the prescribed conditions, the competition begins. Therefore, the first player can play against the third player if the third player who wants to play is available, so that the chance of the third player playing against the desired player is also increased. As described in item 8 of the scope of patent application, the above-mentioned method for determining whether or not the battle is possible for the servo installation of the game is performed by the first player.) During the battle game, at a predetermined time interval, a request from the second player for the first game is accepted. The third player of the player determines whether or not the battle is possible. According to the above-mentioned method, at least one of the second player and the third player is determined to be in a battle-possible state. 'If the number of permitted opponents meets the predetermined conditions, the competition will begin. According to the above-mentioned configuration, by the method for judging whether or not a player can play a game against a CPU, at a predetermined time interval, at least one of the third and third players is judged to be possible because of at least one of them. The second or third player is at least possible In the state, the battle permission method increases the characteristics of the opportunity to play against the second player and the third player due to being allowed to play against the second player or the third player. As described in item 9 of the scope of the patent application, the method for judging whether or not the game can be performed when the first player enters the game with the CPU, determines that at least one of the second player and the third player is in a state of being able to play against the first player In the game terminal device operated, at least one of the upper player and the younger player transmitted the possible state of the battle, and the main game is to start the war. Whether the M cpu family and the previous party determine the above pair of players, the first game is played. The 2 player status is based on the action of the lesser party, and it is possible to play against each other. The 2nd information-12-(9) (9) 200423991 is its feature. According to the above-mentioned configuration, when the first player performs a game against the CPU by using the battle availability determination method, when at least one of the second player and the third player is determined to be in a battle-possible state, the game terminal device operated by the first player is At least one of the two players and the third player transmits information on the possible status of the battle. Here, the first player who competes with the CPU can determine at least the second and third players based on the information indicated by the game terminal device. It is possible to play against the player, and it is known whether the second player and the third player can at least One side battles. For example, the game servo device described in item 10 of the scope of patent application is that the method of receiving the opponent is to cancel the designation of the opponent who is expected to compete based on the instruction information from at least one of the individual communication device and the game terminal device. In the personal information memory method, the identification information of the player is added, and the stored identification information of the above-mentioned opponents of the battle hope is deleted. According to the above characteristics, by using the above-mentioned opponent acceptance means, according to the instructions from at least one of the individual communication device and the game terminal device, the designation of the opponent's main finger of cancellation of the opponent of the opponent is accepted, the player identification information is added, and the stored opponent ’s hope is cancelled. Identification of opponents. Here, the player's battle hopes that the designation of the opponent can be cancelled, and the convenience of the player is improved. For example, the game servo device described in item Π of the patent application scope is that the above-mentioned opponent acceptance means accepts and complies with the requirements of the individual communication device and the game terminal device, and sends the candidate list of the opponent to the opponent in accordance with the predetermined conditions. (10) (10) 200423991 at least one of the individual communication device and the game terminal device described above accepts a designated match based on selection information of the candidate list from at least one of the individual communication device and the game terminal device. Hope that the designation of the opponent is its characteristic. According to the above configuration, the opponent's request is accepted by the opponent, and the individual communication device and game terminal device are accepted. According to the predetermined conditions, the candidate list is sent to at least one of the individual communication device and the game terminal device. The selection information of the candidate master list of at least one of the device and the game terminal device accepts the designation of the desired opponent in the battle. Here, the player can easily specify the desired opponent by using the specified opponent candidate list from the candidate list of the opponent, and the convenience of the player is improved. For example, the game management program described in item 12 of the scope of patent application is provided in a plurality of stores, a plurality of game terminal devices having respective screens, and the connection can be communicated through the network, and the number is less than the specified number. A plurality of game terminal devices should be able to implement a game server for game management, a server device for game management, a process including player identification information that stores personal information in a personal information memory method, and communication and communication based on the server device for the game. Possible individual communication devices, and at least one of the game request information of the aforementioned game terminal device, can accept the designation of the opponent of the opponent who wants to play. The identification information of the player is added to the aforementioned personal information memory method, and the information of the opponent of the opponent is stored. The opponents who have identified the information are processed and the game terminal device operated by the first player is from the end of authentication to the start of the battle game. Designation, in conjunction with the above The player identification information of the player is stored in the above-mentioned battle hope -14- (11) (11) 200423991 The opponent recognition method of the opponent's identification information and the game terminal device operated by the first player, the personal authentication ends until the battle game starts. In the meantime, based on the information of the above-mentioned personal information memory means, it is searched whether there is a battle opponent search means that regards the first player as a battle request opponent, and the second player who issues the first player as the battle request opponent ’s battle request 2 Player identification information, address memorization means for storing e-mail addresses, and the above-mentioned opponent search means, if the first player is required to play against the opponent who wishes to play against, the second player's information is extracted from the address memorization means. The e-mail address is unique to the function of the individual communication device owned by the second player, and the e-mail sending means of the first e-mail sent by the first player from the game terminal device to the battle game. According to the above-mentioned program, the personal information including the player's identification information is stored in the personal information memory means, and the instruction information from at least one of the game communication device and the individual communication device and the game terminal device which can communicate with each other according to the opponent's acceptance method is stored. It accepts the designation of the opponent who wants to play against the opponent, and affixes it with the player's memory identification information in the personal intelligence memory means, and stores the identification information of the opponent who wants to play. Next, according to the opponent search method, the game player device operated by the first player, from the end of personal authentication to the start of the battle game, is the information search method based on the above-mentioned personal information memory means whether or not the first player is expected to play against Rival requirements. In addition, the identification information of the second player who sent the player who requested the match is added. The e-mail address is stored in the address memory means, and the search method is used by the opponent. In paragraph 200423991, the e-mail address of the second player will be extracted from the address memory means. For the individual communication device owned by the second player, the second player will receive an e-mail with the purpose of starting the battle game on the game terminal device.

如此,在第1玩家所操作的遊戲終端裝置’結束個人 認證開始到對戰遊戲開始爲止之間,對以第1玩家爲對戰 希望對手的玩家的第2玩家所擁有的個別通訊裝置’對戰 希望對手的第1玩家在遊戲終.端裝置收到對戰遊戲開始爲 主旨的電子郵件的關係,第2玩家藉由讀取受訊到的希望 對戰對手的第1玩家在對戰可能狀態的電子郵件即能得 知。在此,第2玩家與希望對戰的第1玩家對戰的機會增 大。In this way, between the game terminal device operated by the first player and the end of the personal authentication and the start of the competition game, the individual communication device owned by the second player against the player whose first opponent is the opponent opponent is the opponent opponent. Of the first player at the end of the game. The terminal device receives the e-mail of the main purpose of the battle game, and the second player can read the e-mail of the first player who wants to play against the opponent in the battle possible state. Learned. Here, the second player has a greater chance of playing against the first player who wants to play.

如申請專利範圍第1 6 .( 1 3 )項所記載的遊戲管理方 法爲,設置於複數的店鋪中,擁有各自的螢幕的複數遊戲 終端裝置,以及藉由網路使其連線能通訊’在所指定數目 以下的複數遊戲終端裝置間應可實行對戰遊戲的遊戲進行 的遊戲用伺服裝置的遊戲管理方法’將包含玩家的識別情 報的個人情報儲存在個人情報記憶手段的處理’及基於該 遊戲用伺服裝置與通訊可能的個別通訊裝置及上述遊戲終 端裝置的至少一方來的對戰要求情報’接受希望對戰對手 的對戰希望對手的指定,在上述個人情報記憶手段與玩家 的識別情報附和,儲存上述對戰希望對手識別情報的對戰 對手接受處理、及在第1玩家所操作的遊戲終端裝置上從 個人認證結束開始到對戰遊戲開始爲止之間’基爲上述個 人情報記憶手段的情報,檢索有無以第1玩家爲對戰希望 •16- (13) (13)200423991 對手的對戰要求的對戰對手檢索處理、及發出以上述第1 玩家爲對戰希望對手的對戰要求的第2玩家識別情報附 和,儲存電子郵件地址在地址記憶手段的處理、及在上述 對戰對手檢索處理中檢索出由以上述第1玩家爲對戰希望 對手的對戰要求時,從上述地址記憶手段抽出上述第2玩 家的電子郵件地址,對第2玩家所擁有的個別通訊裝置, 第1玩家在上述遊戲終端裝置送訊以對戰遊戲開始爲主旨 的電子郵件的郵件送訊處理,及上述遊戲用伺服裝置實行 爲特徵。 根據上述的遊戲管理方法,將儲存包含玩家的識別情 報的個人情報在個人情報記憶手段,在對戰對手接受處 理,基於從遊戲用伺服裝置及通訊可能的個別通訊裝置及 遊戲終端裝置至少一方來的指示情報,將接受希望對手的 對戰希望對手的指定,在個人情報記憶手段中,與玩家的 識別情報附和,儲存對戰希望對手的識別情報。並且在對 戰對手檢索處理,在第1玩家所操作的遊戲終端裝置,從 個人認證結束時到對戰遊戲開始爲止之間,基於個人情報 記憶手段的情報,將檢索有無以第1玩家爲對戰希望對手 的對戰要求。並且,與發出對戰要求的第2玩家的識別情 報附和,電子郵件地址被儲存在地址記憶手段中,根據對 戰對手檢索處理,如有對戰要求時,在郵件送訊處理,從 地址記憶手段抽出第2玩家的電子郵件地址,對第2玩家 所擁有的個別通訊裝置,第2玩家在遊戲終端裝置收到以 對戰遊戲開始爲主旨的電子郵件。 -17- (14) 200423991 如此,在第1玩家所操作的遊戲終端裝置,從個人認 證結束時到對戰遊戲開始爲止之間’對以第】玩家爲對戰 希望對手的第2玩家所擁有的個別通訊裝置,對戰希望對 手的第1玩家在遊戲終端裝置’收到對戰遊戲開始爲主旨 的電子郵件,藉由讀取受訊到的電子郵件能得知第1玩家 在對戰可能狀態。在此,第2玩家與希望對戰的第1玩家 對戰的機會增大。For example, the game management method described in item 16. (1 3) of the scope of the patent application is that the game terminal is installed in a plurality of stores, has a plurality of game terminal devices with respective screens, and is connected to communicate via a network. A game management method of a game servo device for performing a game of a battle game among a plurality of game terminal devices of a specified number or less shall be described as "processing of storing personal information including player identification information in a personal information memory means" and based thereon Game request information from at least one of the game server and the individual communication device capable of communication and the game terminal device is acceptable. The designation of the game opponent is accepted. The personal information storage means is added to the player's identification information and stored. The above-mentioned opponents who want opponent identification information are subjected to processing and the game terminal device operated by the first player is from the end of personal authentication to the start of the battle game. The 1st player hopes for the game16- (13) (13) 200423991 The processing of the search of the opponent's battle request, and the processing of the second player's identification information issued by the above-mentioned first player as the hoped opponent, the processing of storing the e-mail address in the address memory means, and the search of the battle opponent When a match request with the first player as the match-up opponent is retrieved, the email address of the second player is extracted from the address memory means, and for the individual communication device owned by the second player, the first player is in the game The terminal device transmission is characterized by an e-mail message transmission process of an e-mail whose main purpose is to start a battle game, and the above-mentioned game server device is implemented. According to the above-mentioned game management method, the personal information including the identification information of the player is stored in the personal information memory means and processed by the opponent, based on at least one of the game server device, the individual communication device capable of communication and the game terminal device. The instruction information will accept the designation of the desired opponent and the desired opponent. The personal information memory means will be combined with the identification information of the player, and the identification information of the expected opponent will be stored. In the battle opponent search process, from the end of personal authentication to the start of the battle game, the game terminal device operated by the first player will search for the presence of the first player as the desired opponent based on the personal information memory means. Battle requirements. In addition, with the identification information of the second player who issued the battle request, the email address is stored in the address storage means, and the retrieval process is performed according to the opponent. If there is a battle request, the mail message is processed to extract the first address from the address storage means. The e-mail address of the two players, for the individual communication device owned by the second player, the second player receives an e-mail with the purpose of starting the battle game on the game terminal device. -17- (14) 200423991 In this way, in the game terminal device operated by the first player, from the end of the personal authentication to the start of the battle game, 'the first player' is an individual owned by the second player who wants to play against The communication device, the first player who wants to play against the opponent, receives an e-mail with the main purpose of starting the game on the game terminal device, and reads the received email to know that the first player is in a possible state of playing. Here, the second player has a greater chance of playing against the first player who wants to play.

【實施方式】[Embodiment]

圖1爲關於本創作之適用於遊戲用終端裝置的遊戲系 統的構成圖。遊戲系統備有、附和個別的識別情報的遊戲 終端裝置1、以及與複數的〈在此爲8台的〉遊戲終端裝 置接續爲通訊可能,管理複數的玩家使用遊戲終端裝置1 進行遊戲的店舖終端裝置2、與介由複數的店舖終端裝置 2及網際網路所接續的中央終端裝置3〈遊戲用終端裝 置〉、複數的個人終端裝置4〈個別通訊裝置〉。 遊戲終端裝置1爲根據玩家基於螢幕所表示的遊戲畫 面進行所定的操作,來進行遊戲。而且,遊戲終端裝置1 附合的識別情報包含、接續著遊戲終端裝置丨的店鋪伺服 裝置2每個的識別情報(或者是配置著遊戲終端裝置1的 店鋪識別情報)以及配設遊戲終端裝置1的店鋪內的遊戲 終端裝置1每個的識別情報(稱爲終端號碼)。例如,店 鋪A的識別情報爲a時,店鋪a裏的遊戲終端機1的識 別情報爲4的時候,該遊戲終端裝置1的識別情報爲 -18- (15) (15)200423991 A 4。 店鋪伺服裝置2與各個複數的遊戲終端裝置及中央伺 服裝置3接續爲通訊可能,在遊戲終端裝置1與中央伺服 裝置3之間進行資料的收發訊。 中央伺服裝置3爲,藉由複數的店鋪伺服裝置2與網 際網路接續爲通訊可能,在後續指紋認證,將玩家的指紋 特徵點資料附合User ID,以認證情報儲存的同時,根據 藉由店鋪伺服裝置2與遊戲終端裝置1進行資料的收發 訊,和選擇指定與玩家同一個遊戲空間內進行遊戲的玩家 (對戰對手)。 個人終端裝置4爲,藉由中央伺服裝置3與網際網路 接續爲通訊可能,在中央伺服裝置3登錄個人終端裝置4 的郵件地址,受訊中央伺服裝置3所送訊來的電子郵件等 的資料的終端裝置,例如P C (個人電腦)或行動電話。 但是,個人終端裝置4的P C及行動電話需要有對中央伺 服裝置3的網頁的存取機能及電子郵件收發訊機能。 圖2爲’表示遊戲終端裝置1的實施形態外關的斜視 圖。在本實施形態,關於本創作使用遊戲終端裝置1所進 行的遊戲,爲麻將遊戲,與操作遊戲終端裝置1的玩家, 及操作其他遊戲終端裝置1的玩家或C P U玩家對戰。操 作其他遊戲終端裝置1玩家對戰時,下述網路通訊部18 藉由店鋪伺服裝置2及中央伺服裝置3進行與遊戲終端裝 置1之間的資料的收發訊。 遊戲終端裝置1具備有表示遊戲畫面的螢幕11,跟 -19- (16) 200423991 催促表示螢幕11的遊戲畫面上所表示的選 位置以及根據玩家所按的位置判定哪一個按 面板11a,以及聲音輸出的揚聲器12,以及 所記億的 U s e r ID等情報的讀卡機1 3,以 CCD攝影機1 4a的指紋情報抽出個人認證時 點資料的指紋認證部1 4,與接受玩家投入 接受部1 5。根據指紋認證部1 4所抽出的 料,藉由下述的網路通訊部18以及店鋪伺丨 會儲存在中央伺服裝置3的玩家情報3 62a * 螢幕11可以顯不畫像,像是薄型的液 聲器12爲輸出所定的訊息及BGM等裝置 14具備有拍攝玩家指紋的CCD攝影機14a 數位攝影機(例如CMOS攝影機等)來取# 1 4 a。錢幣接受部1 5備有如投入的錢幣爲不 幣排出口 1 5 1。 以及個人卡片使用記憶著使用者ID等 氣卡片及1C卡等,雖然沒有用圖表示,從g 的個人卡片可讀取個人情報的同時,根據從 傳到個人卡片的指示情報讀取個人情報。 在遊戲終端終端機1的適合位置,配置 部1 6 (參照圖3),是由從各部的檢出訊號 部的控制訊號的微電腦所構成。 圖3爲表示遊戲終端裝置1的一種實施 成圖。由於控制部1 6爲控制遊戲終端裝置 擇等的按鍵的 鍵位置的觸控 讀取個人卡片 及使用從下述 所需要的特徵 錢幣時的錢幣 指紋特徵點資 报裝置2等, 卜 晶表示器。揚 。指紋認證部 。可使用其他 :CCD攝影機 良錢幣時的錢 個人情報的磁 I卡機13*** 觸控面板 Π a 有後述的控制 及,輸出到各 形態的硬體構 1全體動作的 -20- (17) (17)200423991 裝置,具備有情報處理部(CPU ) 1 6 1、與可一時儲存處 理途中情報等的RAM 1 62、與可事先記憶下述所定的畫像 情報及遊戲程式等的R Ο Μ 1 6 3。 外部輸出入控制部1 7 1爲,包含有控制部1 6與讀卡 機〗3、觸控面板1 1 a、C C D攝影機1 4 a及錢幣接受部1 5 的檢出部之間,將檢出訊號變換爲數位訊號,以及將指令 情報變換爲控制訊號輸出到檢出部的各個機器,可同時進 行這樣的訊號處理與輸出入處理。外部機器控制部1 72 爲,處理每個時間分割期間內對檢出部各機器的控制訊號 的輸出動作、以及從檢出部各機器的檢出訊號的輸入動 作。 描繪處理部111爲,遵.從由控制部16所傳來的畫像 表示指示,將所要的畫面顯示於螢幕1 1,所以具備有顯 示RAM。聲音播放部1 2 1爲遵照控制部1 6的指示輸出所 定的訊息及BGM等到揚聲器12。 觸控面板11a爲長方形的薄層體,藉由使用透明蓋子 cover覆蓋,在長寬上每個既定間隔上配列線狀的透明材 料所構成的感壓素材,貼在螢幕11的畫面上。此觸控面 板1 1 a可採用眾所皆知的材料。然後,在螢幕1 1畫面上 所顯示的選擇催促按鈕位置與按壓位置來判定哪個按鍵被 指定。 在ROM 163記憶有麻將角色、背景畫像、各種畫像的 畫像等。爲了讓麻將角色可爲三次元繪圖,用構成時所需 的多邊型所構成,描繪處理部111爲依照CPU161傳來的 -21 - (18 200423991 描繪指示,爲了從3次元空 空間上的位置的計算,與進 前述計算結果對顯示RAM 理,例如用多邊形所指定的 的寫入(剪貼)處理。 在此要說明c P U 1 6 1的 的關係。C P U 1 6 1爲根據以 ROM 163裏所記錄的作業系 畫像、聲音以及控制程式資 畫像、聲音以及控制程式資 在RAM162上。之後,CPU 程式、各種資料(包含表示 文字畫像的畫像資料、聲音 訊號等來進行處理。 記憶在R Ο Μ 1 6 3裏的各 的記憶媒體資料,例如也可 磁碟機、讀取機等的裝置來 硬碟、光碟、CD、DVD、半 網路通訊部1 8是爲了 各種事件情報等,藉由網路 央伺服裝置3而所有。 在此,在遊戲終端裝置 方法加以說明。個人認證爲 由網路通訊部1 8及網路所 間上的位置變換爲擬似3次元 尋光源計算處理的同時,根據 做需要描圖的畫像資料讀取處 顯不 R A Μ區域進行材質資料 動作與描繪處理部1 1 1的動作 內藏或是可從外部的接脫式的 統(Ρ 1 8 ),從 R ο Μ 1 6 3讀出 料、遊戲程式資料。被讀出的 料等的一部分或是全部被保持 161根據記憶在RAM 162上的 物品的多邊形及材質等其他的 資料)、以及從檢出部的檢出 種資料中,被記憶在可接脫式 使用硬碟機、光碟機、可撓式 讀取,在此,記憶媒體爲例如 導體記憶體等。 將在麻將遊戲進行中所發生的 及店鋪伺服裝置2等送訊到中 1所進行對戰遊戲的個人認證 ,遊戲終端裝置1(或者是藉 接續的中央伺服裝置3 )爲了 -22- (19) (19)200423991 要確認所認識的玩家與實際進行遊戲的玩家是否相同°在 此,針對事先儲存在個人卡片裏的玩豕姓名及密、碼的使用 者I D資料加以說明。 玩家第一次在遊戲終端裝置1進行遊戲的場合,藉由 將***讀卡機13的個人卡片’能讀出包含玩家姓名及密 碼等的使用者ID資料,藉由指紋認證部1 4的CCD攝影 機1 4a會拍下玩家的指紋,藉由指紋認證部1 4使用從 C C D攝影機1 4 a的指紋情報抽出個人認證時必要的特徵點 資料。然後,使用者ID資料與特徵點資料藉由網路通訊 部1 8及網路傳送到被接續的店鋪伺服裝置2,再從店鋪 伺服裝置2藉由通訊迴線傳送到中央伺服裝置3,儲存在 下述的個人情報記憶部3 6 2 a。如此來進行玩家在中央伺 服裝置3的登錄。 在中央伺服裝置3已登錄的玩家要在遊戲終端裝置1 進行遊戲時,藉由讀卡機13所***的個人卡片讀出使用 者ID資料,藉由指紋認證部1 4的C C D攝影機1 4 a,拍 攝下的玩家指紋,使用藉由指紋認證部! 4從C C D攝影機 1 4 a所得的指紋情報抽出個人認證時必要的特徵點資料。 接著’使用者ID資料與特徵點資料藉由網路通訊部1 8、 網路以及店鋪伺服裝置2等傳送到被接續的中央伺服裝置 3 ’根據中央伺服裝置3,進行與收藏在下述個人情報記 憶部3 62a所附和的使用者ID的特徵點資料與所傳送的特 徵點資料是否相同的判定,如此判定被肯定時,玩家會被 許可進行遊戲,如此判定被否定時會被拒絕進行遊戲(例 -23- (20) (20)200423991 如,在遊戲終端裝置1的螢幕11上會顯示錯誤訊息會要 求玩家再度進行指紋認證)(參照圖1 5 )。 而且將個人卡片***讀卡機1 3進行指紋認證時,爲 了要確認這個個人卡片持有者是否爲本人,也可藉由觸控 面板1 1 a在遊戲終端裝置1裏輸入玩家姓名及密碼。或 者,設定郵件地址時或指定對戰希望對手時的個人認證, 在此藉由儲存在中央伺服裝置3的個人情報記憶部3 62 a 中的使用者ID及密碼進行對照(不進行指紋的特徵點資 料的對照)。 圖4爲遊戲終端裝置1的控制部1 6的機能構成圖。 控制部1 6的C P U 1 6 1具備有,用對戰希望對手來設定對 戰希望對手設定部1 6 1 1、及設定郵件地址的郵件地址設 定部1 6 1 2及接受由觸控面板11 a等的輸入來控制遊戲的 進行的遊戲進行控制部1 6 1 3。而且,遊戲進行控制等的 程式事先儲存了 RAM162 (或者R〇Ml63 ),根據藉由 CPU161所讀出與所實行一事,進行遊戲進行控制部1613 等的功能。 對戰希望對手設定部1 6 1 1爲,接受從觸控面板n a 的所定的操作,藉由店鋪伺服裝置2對中央伺服裝置3進 行對戰希望者的後補者名單的送訊要求,從中央伺服裝置 3受訊希望對戰對手的對戰希望對手的後補者名單,將對 戰希望對手選擇畫面(參照圖14)顯示在螢幕π。接 著’接受從觸控面板1 1 a來的所定操作(例如,所顯示的 後補者名單中按下對戰希望對手的位置的觸控面板lla的 •24- (21) (21)200423991 操作)從螢幕Π上所顯示的後補者名單選定對戰希望對 手將選定的對戰希望對手情報送訊到中央伺服裝置3。並 且,一旦如被選擇爲對戰希望對手的玩家從對戰希望對手 排除時也同樣的從中央伺服器3裝置受訊希望對戰對手的 後補者名單,將對戰希望對手選擇畫面(參照圖14)顯 示在螢幕1 1,接受從觸控面板1 1 a所定操作(例如,按 下顯示在後補者名單的後補者中從對戰希望對手所消除的 玩家位置的觸控面板11a的操作)從被顯示在螢幕11上 表示的後補者名單的對戰希望對手中選定要排除的玩家位 置,將選定的玩家識別情報送訊至中央伺服裝置3。 郵件地址設定部1 6 1 2爲,接受從觸控面板1 1 a來的 所指定的操作,藉由店鋪伺服裝置2等對中央伺服裝置3 進行郵件地址的登錄要求,從中央伺服裝置3受訊所指定 的網頁顯示地址登錄畫面(參照圖1 2 )的裝置。然後, 接受顯示在螢幕11上的地址登錄畫面的所指定的特定地 方的特定的郵件地址的輸入,檢出從觸控面板1 1 a所傳來 如有按下述送訊案件時,將被輸入的郵件地址送訊到中央 伺服裝置3的裝置。 遊戲進行控制部1 6 1 3爲場所時莊家的決定、根據玩 家的操作輸入,從觸控面板Ha傳來的對戰等遊戲的進 行,遵守所指定的麻將規則來控制裝置。例如,在對戰中 根據骰子的點數所做的寶牌表示牌*種類的決定處理、配 牌時以及自摸時的牌的種類決定處理、丟牌的配列處理、 發生糊牌(碰、吃、槓)時的牌的移動處理、進行將牌依 -25- (22) 200423991 照所指定的順序排列處理等的裝置。不過,爲了要讓遊戲 進行的順利,從自摸到丟牌爲止的限定時間被設定在所指 定時間(例如1 0秒)以下,如過了自摸到過所指定時間 經過爲止沒有進行丟牌的選擇時,將進行丟牌(將摸到的 牌視爲丟牌)。FIG. 1 is a block diagram of a game system suitable for a game terminal device according to the present invention. The game system is equipped with a game terminal device 1 with individual identification information, and a connection with a plurality of (8 in this case) game terminal devices is possible for communication, and a shop terminal that manages a plurality of players using the game terminal device 1 to play games Device 2, a central terminal device 3 (game terminal device) connected to a plurality of shop terminal devices 2 and the Internet, and a plurality of personal terminal devices 4 (individual communication devices). The game terminal device 1 performs a game based on a predetermined operation performed by a player based on a game screen displayed on the screen. Further, the identification information attached to the game terminal device 1 includes the identification information of each of the shop servo devices 2 (or the store identification information where the game terminal device 1 is arranged) connected to the game terminal device 丨 and the game terminal device 1 is provided. Identification information (referred to as a terminal number) of each of the game terminal devices 1 in the store. For example, when the identification information of the shop A is a, and when the identification information of the game terminal 1 in the shop a is 4, the identification information of the game terminal device 1 is -18- (15) (15) 200423991 A 4. The store servo device 2 is connected to each of the plurality of game terminal devices and the central server device 3, and communication is possible, and data is transmitted and received between the game terminal device 1 and the central server device 3. The central servo device 3 is capable of communicating with the Internet through a plurality of store servo devices 2. The subsequent fingerprint authentication, the fingerprint feature point data of the player is attached to the User ID, and the authentication information is stored. The store servo device 2 and the game terminal device 1 transmit and receive data, and select and designate a player (combat opponent) to play in the same game space as the player. The personal terminal device 4 can communicate with the Internet through the central server device 3, register the mail address of the personal terminal device 4 in the central server device 3, and receive e-mails sent from the central server device 3. A terminal for data, such as a PC (personal computer) or mobile phone. However, the PC and the mobile phone of the personal terminal device 4 need to have a function of accessing the web page of the central server device 3 and a function of transmitting and receiving e-mail. FIG. 2 is a perspective view showing the external gate of the embodiment of the game terminal device 1. FIG. In this embodiment, the game performed using the game terminal device 1 for this creation is a mahjong game, and it is against players who operate the game terminal device 1, and players who operate other game terminal devices 1 or CP players. When a player is playing against another game terminal device 1, the network communication unit 18 described below transmits and receives data to and from the game terminal device 1 via the store server device 2 and the central server device 3. The game terminal device 1 includes a screen 11 indicating a game screen, and -19- (16) 200423991 urges the selection position indicated on the game screen of the screen 11 and determines which pressing panel 11a is based on the position pressed by the player, and a sound The output speaker 12 and the card reader 1 3 with information such as the User ID are recorded. The fingerprint authentication unit 1 4 extracts the personal authentication point data from the fingerprint information of the CCD camera 14 a, and the player input acceptance unit 1 5 . According to the data extracted by the fingerprint authentication unit 14, the player information 3 62a which will be stored in the central server 3 through the network communication unit 18 and the store server described below 62a * The screen 11 can display a portrait, such as a thin liquid The loudspeaker 12 outputs a predetermined message and a device 14 such as a BGM is provided with a CCD camera 14a that captures a player's fingerprint. A digital camera (such as a CMOS camera) takes # 1 4 a. The coin accepting department 1 5 has the same currency as the coin export 1 5 1. Personal cards use gas cards and 1C cards, etc., which are stored with user IDs. Although not shown in the figure, personal information can be read from the personal card of g, and personal information is read based on the instruction information transmitted to the personal card. The arranging section 16 (refer to Fig. 3) at a suitable position of the game terminal terminal 1 is constituted by a microcomputer which detects a signal from each section and a control signal from the section. FIG. 3 is a diagram showing an embodiment of the game terminal device 1. As shown in FIG. The control unit 16 reads a personal card for the touch control of the key position of the key selected by the game terminal device, and uses the coin fingerprint feature point information reporting device 2 when the feature money required from the following is used. . Jan. Fingerprint authentication department. Others can be used: CCD camera, good money, and personal information. Magnetic I card 13 is inserted into the touch panel Π a. It has the controls described below and outputs to the entire operation of the hardware structure 1. -20- (17) ( 17) 200423991 device, equipped with an information processing unit (CPU) 1 6 1. RAM 1 62 that can temporarily store information during processing, etc. 62, and R 0 M 1 6 that can previously store image information and game programs defined below 3. The external input / output control unit 17 1 includes the control unit 16 and the card reader 3, the touch panel 1 1 a, the CCD camera 1 4 a, and the detection unit of the coin receiving unit 15 to detect The output signal is converted into a digital signal, and the command information is converted into a control signal and output to each device of the detection unit. Such signal processing and input / output processing can be performed at the same time. The external device control unit 1 72 processes the output operation of the control signal to each device of the detection unit and the input operation of the detection signal from each device of the detection unit during each time division period. The drawing processing unit 111 complies with the image display instruction transmitted from the control unit 16 and displays a desired screen on the screen 11 so that it has a display RAM. The sound playback section 1 21 outputs the predetermined message and BGM to the speaker 12 in accordance with the instructions of the control section 16. The touch panel 11a is a rectangular thin layer body, and is covered with a transparent cover cover, and a pressure-sensitive material composed of linear transparent materials is arranged at each predetermined interval in length and width, and is pasted on the screen of the screen 11. The touch panel 1 1 a can be made of a well-known material. Then, the selection of the push button position and the pressed position displayed on the screen 11 determines which button is designated. In ROM 163, there are memorized mahjong characters, background portraits, and various portraits. In order to make the Mahjong character a three-dimensional drawing, it is composed of a polygon type required for construction. The drawing processing unit 111 is in accordance with the -21-(18 200423991 drawing instruction transmitted from the CPU161. The calculation is based on the calculation of the display RAM, for example, the write (cut and paste) processing specified by the polygon. The relationship between c PU 1 6 1 is explained here. The CPU 1 6 1 is based on the ROM 163. The recorded operations are image, sound, and control program data. The image, sound, and control program data are stored on the RAM 162. After that, the CPU program and various data (including the image data and voice signals representing the character portrait are processed. Memory is stored in R Ο Μ Each of the storage media data in 163 can also be used for hard disks, optical disks, CDs, DVDs, and semi-network communication units such as disk drives and readers. 18 is for various event information. It is owned by the network central servo device 3. Here, the method of the game terminal device will be described. The personal authentication is converted from the position between the network communication unit 18 and the network to a pseudo-three-dimensional search. At the same time as the calculation of the light source, according to the image data that needs to be drawn, the display area of the RA Μ area performs the material data operation and the drawing processing unit 1 1 1's built-in or externally accessible system (P 1 8), read the material and game program data from R ο M 1 6 3. Some or all of the read material is held 161 according to the polygon and material of the item stored in RAM 162 and other data), And the data detected from the detection unit are stored in a removable hard disk drive, optical disk drive, and flexible reading. Here, the storage medium is, for example, a conductor memory. What happened in the game and the store servo device 2 etc. sent a message to the first game center for personal authentication. The game terminal device 1 (or the borrowed central servo device 3) is required for -22- (19) (19) 200423991. Check whether the player you know is the same as the player who actually plays the game. Here, I will explain the user ID information of the name and password of the game card stored in the personal card in advance. 1 When playing a game, the personal card inserted into the card reader 13 can read user ID data including the player's name and password, and the CCD camera 14a of the fingerprint authentication unit 14 will capture the player's The fingerprint is used by the fingerprint authentication unit 14 to extract the characteristic point data necessary for personal authentication from the fingerprint information of the CCD camera 14 a. Then, the user ID data and the characteristic point data are transmitted by the network communication unit 18 and the network. The data is transmitted to the connected shop servo device 2 and then transmitted from the shop servo device 2 to the central servo device 3 through a communication line, and stored in the personal information memory section 3 6 2 a described below. In this way, the player is registered in the central server 3. When a player who has been registered in the central servo device 3 plays a game on the game terminal device 1, the user ID data is read out by the personal card inserted in the card reader 13, and the CCD camera 1 4 a by the fingerprint authentication unit 14 , Take the fingerprint of the player, use the fingerprint authentication department! 4 From the fingerprint information obtained from the CC camera D 4a, extract the characteristic point data necessary for personal authentication. Then, the “user ID data and feature point data are transmitted to the connected central server 3 via the network communication unit 18, the network, and the shop servo device 2” and the like. According to the central server 3, the personal information described below is stored and stored. A determination is made as to whether the feature point data of the user ID attached to the memory unit 3 62a is the same as the transmitted feature point data. If the determination is affirmative, the player will be permitted to play the game, and if the determination is denied, the game will be rejected. Example-23- (20) (20) 200423991 For example, an error message will be displayed on the screen 11 of the game terminal device 1 and the player will be required to perform fingerprint authentication again (see Figure 15). In addition, when inserting a personal card into the card reader 13 for fingerprint authentication, in order to confirm whether the holder of the personal card is himself, the player's name and password can also be entered into the game terminal device 1 through the touch panel 1 1 a. Alternatively, when setting an e-mail address or when designating a desired opponent, the user ID and password stored in the personal information storage section 3 62 a of the central server 3 are compared with each other (without fingerprint feature points) Data comparison). FIG. 4 is a functional configuration diagram of the control unit 16 of the game terminal device 1. The CPU 1 6 1 of the control unit 16 includes a match hope opponent setting unit 1 6 1 1 and a mail address setting unit 1 6 1 2 for setting an e-mail address and a touch panel 11 a. The game progress control unit 1 6 1 3 controls the progress of the game. In addition, programs for game control and the like are stored in the RAM 162 (or ROM63) in advance, and functions of the game progress control section 1613 and the like are performed based on what is read and executed by the CPU 161. The match hope opponent setting unit 1 6 1 1 accepts a predetermined operation from the touch panel na, and sends a request from the central servo to the central servo device 3 through the store servo device 2 to send a backup list of the candidate for the battle. The device 3 receives the opponent's opponent opponent's candidate list, and displays the opponent's opponent selection screen (see FIG. 14) on the screen π. Then 'accept the predetermined operation from the touch panel 1 1 a (for example, • 24-24 (21) (21) 200423991 operation of pressing the touch panel 11a of the position where the opponent is expected to play against is displayed in the back-up list) From the backup list displayed on the screen Π, the selected match hope opponent sends the information of the selected match hope opponent to the central server 3. In addition, if a player selected as a match-up opponent is excluded from the match-up opponent, the list of candidates for the match-up opponent will also be received from the central server 3 device, and the match-up opponent selection screen will be displayed (see FIG. 14). On the screen 11, an operation specified by the touch panel 1 1 a (for example, an operation of pressing the touch panel 11 a of a player position displayed on the back-up list from a player who wants to be eliminated by the opponent) is accepted. The position of the player to be excluded is selected from among the opponents of the opponents who are displayed on the supplementary list shown on the screen 11, and the selected player identification information is transmitted to the central servo device 3. The mail address setting unit 1 6 1 2 accepts the specified operation from the touch panel 1 1 a, and requests the registration of the mail address to the central servo device 3 through the store servo device 2 or the like, and receives the request from the central servo device 3 A device that displays an address registration screen (refer to FIG. 12) on a webpage designated by the newsletter. Then, it accepts the input of the specific mail address in the specified specific place displayed on the address registration screen displayed on the screen 11, and detects from the touch panel 1 1a that if it sends a case as described below, it will be deleted. The inputted mail address is transmitted to the device of the central servo device 3. The game progress control unit 1 6 1 3 controls the device in accordance with the specified rules of Mahjong in accordance with the mahjong rules specified by the dealer when the place is decided, and in accordance with the player's operation input, such as battles transmitted from the touch panel Ha. For example, in the battle, according to the points of the dice, the processing of determining the types of treasure cards *, the processing of the types of cards at the time of matching and self-touching, the processing of losing cards, the occurrence of mismatches (touch, eat, A device that processes the movement of cards in), arranges the cards in the order specified by -25- (22) 200423991, and so on. However, in order to make the game run smoothly, the limited time from the touch to the card is set to be less than the specified time (for example, 10 seconds). If the time after the touch has elapsed and the specified time has elapsed, no card selection is made. Card will be discarded (the touched card is treated as a discarded card).

以及,遊戲進行控制部1 6 1 3爲,根據從中央伺服裝 置3來的指示決定對戰對手,如下述般無對戰對手時,遵 守中央伺服裝置3來的指示情報,與C P U玩家進行對戰 的裝置。以及,如對戰對手未滿3人時(無法湊齊4人 時),人數不夠的對戰對手則由CPU玩家來補齊。也就 是說’遊戲控制部1613爲設有CPU玩家來代替玩家進行 假想的的操作機能的裝置。.And, the game progress control unit 1 6 1 3 is a device that determines the opponent based on the instruction from the central servo device 3, and when there is no opponent, as described below, it follows the instruction information from the central servo device 3 and competes with the CPU player. . In addition, if the number of opponents is less than 3 (when 4 are not available), the number of opponents will be filled by CPU players. That is, the 'game control unit 1613 is a device provided with a CPU player to perform an imaginary operation function instead of the player. .

圖5爲,顯示店鋪伺服裝置2的實施形態外觀的斜視 圖。店鋪伺服裝置2爲備有顯示遊戲畫面等的螢幕21、 以及輸出聲音的揚聲器22。以及遊樂場等店鋪內,設置 有接受玩家所投入的硬幣,販賣個人卡片的個人卡片販賣 機。此個人卡片販賣機備有,接受玩家投入錢幣的錢幣接 受部、當投入的錢幣爲不良錢幣等時,排出用的錢幣排出 □。 螢幕21目的爲,爲了顯示較大的畫像,而具備有大 畫面的CRT。揚聲器22爲,輸出所指定的訊息及BGM的 裝置。以及在店鋪伺服裝置2的適合地方上,配置有從各 部傳來的檢出訊號、將前往各部的各部訊號輸出的微電腦 所構成的下述控制部2 6 (參照圖6)。 -26- (23) (23)200423991 圖6爲’顯不店鋪伺服裝置2的硬體構成圖。控制部 2 6爲’控制店鋪伺服裝置2的所有動作,備有情報處理 部(CPU ) 261、及將處理途中的情報一時儲存的 RAM2 62、將所定的畫像情報等事先記憶起來的 ROM2 6 3。 描繪處理部2 1 1爲,遵從由控制部2 6所傳來的畫像 表示指示’將所要的畫面顯示於螢幕2 1,所以具備有顯 示RAM。聲音播放部22 1爲遵照控制部26的指示輸出所 定的訊息及BGM等到揚聲器22。記憶在r〇M263中的各 種資料之中’記億在可接脫式的記憶媒體的資料,例如也 可使用硬碟機、光碟機、可撓式磁碟機、讀取機等的裝置 來讀取,在此,記憶媒體爲例如硬碟、光碟、CD、 DVD、半導體記憶體等。 網路通訊部28爲’爲了將各種資料藉由www等網路 與中央伺服裝置3當做收發訊的裝置。介面部1 a爲,爲 了進行接續在店鋪伺服裝置2的複數的遊戲終端裝置1及 其之間收受資料的裝置。控制部2 6爲,介由網路通訊部 2 8 ’將從中央伺服裝置3送訊來附有末端識別情報的情 報’介由介面部1 a送訊到附和那個末端識別情報的遊戲 終端裝置1。介由介面部1 a由遊戲終端裝置1所送訊來 的附有末端識別情報的情報,藉由網路通訊部2 8傳送到 中央伺服裝置3。 圖7爲’顯示關於本創作的店鋪伺服裝置3的一種實 施形悲的硬體構成圖。控制部3 6爲,控制中央伺服裝置 -27- (24) (24)200423991 3的所有動作,備有情報處理部(CPU ) 3 6 1、及將處理途 中的情報一時儲存的RAM3 62、將所定的畫像情報等各種 資料事先記憶起來的ROM 3 63。 記憶在ROM 3 6 3中的各種資料之中,記億在可接脫式 的記憶媒體的資料,例如也可使用硬碟機、光碟機、可撓 式磁碟機、讀取機等的裝置來讀取,在此,記憶媒體爲例 如硬碟、光碟、CD、DVD、半導體記憶體等。網路通訊 口β 38爲,爲了將各種資料錯由www等網路與複數的店鋪 伺服裝置2收發訊的裝置。 以及,本發明的遊戲管理程式爲,被記錄在 ROM363,被載入在RAM362,根據藉由CPU361依序的實 行RAM3 62上的遊戲管理程式,實現各自的機能。 圖8爲,中央伺服裝置3的控制部3 6的機能構成 圖。控制部36的CPU361爲,備有基於從個別通訊裝置4 及遊戲末端裝置1至少一方傳來的對戰要求情報,接受希 望對戰對手的對戰希望對手指定,應對在下述個人情報記 憶部3 62 1裏的玩家的識別情報,儲存對戰希望對手的識 別情報的對戰對手接受部3 6 1 1 (相當於對戰對手接受方 法)、接受玩家所擁有的個別通訊裝置4的電子郵件地 址,在下述地址記億部3 622中與玩家的識別情報附和, 儲存電子郵件地址的地址接受部3 6 1 2 (相當於地址接受 方法)、第1玩家在操作遊戲終端裝置1時開啓對戰遊戲 時候,基於下述個人情報記憶手段3 62 1的情報,檢索有 無將第1玩家當作對戰希望對手的對戰要求的對戰對手檢 •28· (25) (25)200423991 索部3 6 1 3 (相當於對戰對手檢索方法)、根據對戰對手 檢索部3 6 1 3 ’如有對戰要求時’發出前述對戰要求的玩 家爲第2玩家,從後述地址記憶部3 622抽出第2玩家的 電子郵件地址,對第2玩家所擁有的個別通訊裝置4,第 1玩家在遊戲終端裝置1送出開始對戰遊戲主旨的電子郵 件的郵件送訊部 3 6 1 5 (相當於郵件送訊方法)、根據從 第2玩家所擁有的個別通訊裝置4來的指示情報,判定是 否送出電子郵件的郵件判定部3 6 1 4 (相當於郵件判定手 段)。 而且控制部36的CPU3 61爲備有,第1玩家在遊戲 終端裝置1開始對戰遊戲時,參照下述個人情報記憶部 3 62 1,判定將第1玩家當作對戰對手的第3玩家是否在對 戰可能的狀態下的對戰可否判定部3 6 1 6 (相當於對戰可 否判定方法)、根據對戰可否判定部3616,判定第3玩 家在對戰可能的狀態下,許可與第3玩家的對戰的對戰許 可部3617 (相當於對戰許可方法)、根據對戰許可部 3 6 1,如對戰不被許可時,對第1玩家所操作的遊戲終端 裝置1送訊出開始以CPU玩家爲對戰對手的CPU對戰遊 戲的指示情報的CPU對戰指示部3 6 1 8 (相當於CPU對戰 指示方法)。 對戰對手接受部3 6 1 1爲從個別通訊裝置4及遊戲終 端裝置1至少一方(在此爲了方便,針對個別通訊裝置4 時的場合做說明)的對戰要求情報,接受希望對手的對戰 希望對手的指定,與對戰對手接受部3 6 1 1爲,從個別通 -29- (26) (26)200423991 訊裝置4及遊戲終端裝置1的至少一方(在此爲了方便’ 針對個別通訊裝置4時的場合做說明)的對戰要求情報’ 接受希望對手的對戰希望對手的指定’與下述的個人情報 記憶部3 62 1裏的玩家識別情報附和’儲存對戰對手的識 別情報的裝置。具體來說,接受從個別通訊裝置4傳來的 對戰希望對手名單的送訊要求,將希望對戰對手的對戰對 手的後補者名單送訊到個別通訊裝置4。然後,從個別通 訊裝置4傳來的後補者名單當中受訊被選定的對戰希望對 手的識別情報與擁有個別通訊裝置4的識別情報附和’將 對戰希望對手的識別情報儲存在個人情報記億部3 62 1的 裝置。 地址接受部3 6 1 2爲,根據從個別通訊裝置4及遊戲 終端裝置1的至少一方(在此爲了方便,針對遊戲終端裝 置1時的場合做說明)來的指示情報,接受操作遊戲終端 裝置1的玩家所擁有的個別通訊裝置4的電子郵件地址, 與下述地址記憶部3 622裏的玩家識別情報做附和儲存電 子郵件地址的裝置。具體來說,接受從遊戲終端裝置1傳 來的郵件地址的登錄要求,送訊所指定的網頁,受訊在網 頁被輸入的郵件地址的裝置。而且,在前述網頁可以變更 以及刪除郵件地址的形態爲理想。 對戰對手檢索部3 6 1 3爲,玩家(稱爲對戰開始玩 家)在遊戲終端裝置1開始對戰遊戲時(在此,完成個人 認證時的時機)根據下述個人情報記憶手段3 6 2 1的情報 檢索有無以對戰開始玩家爲希望對手的對戰要求。具體而 •30- (27) (27)200423991 言,根據對戰對手接受部3 6 1 1 ’可判定對戰開始玩家是 否有被其他玩家指定爲對戰希望對手的裝置。 郵件送訊部3 6 1 5爲,依據對戰對手檢索部3 6 1 3 ’如 有對戰要求時,將發出前述對戰要求的玩家視爲第2玩 家,從下述地址記億部3 6 2 2抽出第2玩家的電子郵件地 址,第1玩家對第2玩家所擁有的個別通訊裝置4送訊可 對戰狀態爲主旨的電子郵件的裝置。在此,第2玩家的人 數在1人的情況也可,人數爲複數的情況也可。在此,爲 了方便,針對第2玩家爲複數的情況做以說明。也就是 說,對指定以第1玩家爲對戰希望對手的所有的第2玩 家,第1玩家送訊出對戰可能狀態爲主旨的電子郵件。而 且’根據郵件判定部3 6 1 4,如被判定送訊電子郵件時, 第1玩家所在的遊戲終端裝置1對第2玩家所擁有的個別 通訊裝置4送訊出對戰遊戲開始爲主旨的電子郵件。並 且’郵件送訊部3 6 1 5在第1玩家所在遊戲終端裝置1要 結束遊戲時,從地址記憶手段3 6 2 2抽出第2玩家的電子 郵件地址,第1玩家所在的遊戲終端裝置1對第2玩家所 擁有的個別通訊裝置4送訊出結束對戰遊戲爲主旨的電子 郵件的裝置。 郵件判定部3 6 1 4爲,根據從第2玩家所擁有的個別 通訊裝置4傳來的指示情報’判定是否送訊電子郵件的裝 置。例如,從第2玩家所擁有的個別通訊裝置4,將從主 伺服裝置3 ( Main server )傳來以送訊電子郵件爲主旨 (或者爲不送訊爲主旨的電子郵件)的電子郵件送訊到主 -31 - (28) (28)200423991 伺服裝置3 ( Main server ),遵從該指示判定並是否將郵 件送訊部3 6 1 5所傳來的郵件送訊到第2玩家所擁有的個 別通訊裝置4的裝置。 對戰可否判定部3 6 1 6爲,第]玩家在遊戲終端裝置 1開始對戰遊戲時,參照下述個人情報記憶部3 6 2 1,判定 指定以第1玩家爲希望對手的第3玩家是否在對戰可能狀 態的裝置的裝置。並且,對戰可否判定部3 6 1 6爲,在第 1玩家所在的遊戲終端裝置1與CPU對戰遊戲中的時候, 在所定時間(例如5秒)的間隔,判定第2玩家及第3玩 家在對戰可能狀態的裝置。 「第2玩家(或是第3玩家)在可對戰的狀態」是 指,第2玩家(或是第3玩家)操作遊戲終端裝置1完成 個人認證,而且,還未開始對戰(在下述等待時間中,或 者爲CPU對戰遊戲中)的狀態。在此,第2玩家及第3 玩家的人數在1人的情況也可,人數爲複數的情況也可。 在此爲了方便,針對第2玩家及第3玩家人數爲複數的情 況做以說明。 對戰許可部3 6 1 7爲,根據對戰可否判定部3 6 1 6 ’如 判定在對戰可能的狀態時,許可與第3玩家對戰的裝置。 並且,對戰許可部3 6 1 7爲,根據對戰可否判定部3 6 1 6 ’ 如判定在對戰可能的狀態時’許可與第2玩家對戰的裝 置。如後述(參照圖1 6、1 7 ),根據對戰許可部3 6 1 7, 如被許可對戰的第2玩家及弟3玩家合計人數爲3人時’ 或者,根據對戰許可部3 6 1 7被許可對戰的第2玩家及第 -32- (29) 200423991 3玩家合計人數爲1人以上未達3人’過了等待時間時’ 對遊戲終端裝置1輸出對戰開始爲主旨的指令。 並且,對戰許可部3 6 1 7爲,在第】玩家進行C P U對 戰遊戲時,根據對戰可否判定部3 6 1 6 ’如判定第2玩家 及第3玩家至少一方在對戰可能狀態時,對第1玩家所操 作遊戲終端裝置1 ’第2玩家及第3玩家至少一方送訊對 戰可能狀態爲主旨的情報。接著,如下述般(參照圖 1 6、1 7 )根據對戰許可部3 6 1 7,如被許可的第2玩家及 第3玩家的合計人數爲3人時,或者’根據對戰許可部 3617被許可的第2玩家及第3玩家的合計人數爲1人以 上未達3人,過了等待時間時,對遊戲終端裝置1輸出對 戰開始爲主旨的指令。 CPU對戰指示部3618爲,根據對戰許可部3617,如 對戰不被許可時,對第1玩家所操作的遊戲終端裝置1送 訊以CPU玩家爲對戰對手遊戲的遊戲開始指示情報的裝Fig. 5 is a perspective view showing the appearance of the embodiment of the shop servo device 2. The shop servo device 2 is provided with a screen 21 that displays a game screen and the like, and a speaker 22 that outputs sound. In stores such as playgrounds, there are personal card vending machines that accept coins from players and sell personal cards. This personal card vending machine is equipped with a coin accepting section that accepts coins input by players, and when the input coins are bad coins, etc., the coins for discharge are discharged □. The purpose of the screen 21 is to provide a CRT with a large screen in order to display a larger image. The speaker 22 is a device that outputs a designated message and BGM. And, at a suitable place of the shop servo device 2, a control unit 2 6 (see FIG. 6) composed of a microcomputer that outputs a detection signal from each unit and outputs a signal to each unit is arranged (see FIG. 6). -26- (23) (23) 200423991 Fig. 6 is a hardware configuration diagram of the 'display shop servo device 2'. The control unit 26 is provided to control all operations of the store servo device 2 and includes an information processing unit (CPU) 261, a RAM 2 62 which temporarily stores information during processing, and a ROM 2 which stores predetermined image information and the like in advance. . The drawing processing unit 2 1 1 is provided with a display RAM in accordance with the image display instruction transmitted from the control unit 26 in order to display a desired screen on the screen 2 1. The sound playback section 221 outputs a predetermined message and BGM to the speaker 22 in accordance with an instruction from the control section 26. Among the various data stored in ROMM263, the data recorded in the removable storage medium is recorded in the removable media. For example, devices such as hard disk drives, optical disk drives, flexible disk drives, and readers can be used. For reading, the storage medium is, for example, a hard disk, an optical disk, a CD, a DVD, a semiconductor memory, or the like. The network communication unit 28 is a device for transmitting and receiving various data to and from the central server 3 via a network such as www. The interface portion 1a is a device for receiving data between the plurality of game terminal devices 1 connected to the store servo device 2 and the game terminal device 1 connected thereto. The control unit 26 is the information transmitted from the central server 3 with terminal identification information via the network communication unit 2 8 and the game terminal device that transmits the terminal identification information through the interface 1a. 1. The information with terminal identification information sent from the game terminal device 1 through the interface part 1a is transmitted to the central servo device 3 through the network communication section 28. Fig. 7 is a diagram showing the hardware configuration of an embodiment of the shop servo device 3 according to the present invention. The control unit 36 is to control all operations of the central servo device-27- (24) (24) 200423991 3, and is provided with an information processing unit (CPU) 3 6 1 and a RAM 3 that temporarily stores information during processing. 62, ROM 3 63, which stores various types of information such as portrait information. Among the various data stored in ROM 3 63, the data recorded in the removable storage medium can be used, for example, devices such as hard disk drives, optical disk drives, flexible disk drives, and readers can also be used. Here, the storage medium is, for example, a hard disk, an optical disk, a CD, a DVD, a semiconductor memory, or the like. The network communication port β 38 is a device for transmitting and receiving various data to and from the network such as www and a plurality of store servo devices 2 by mistake. And, the game management program of the present invention is recorded in the ROM 363 and loaded into the RAM 362, and the CPU 361 sequentially executes the game management programs on the RAM 3 62 to realize respective functions. FIG. 8 is a functional configuration diagram of the control unit 36 of the central servo device 3. The CPU 361 of the control unit 36 is provided with the battle request information transmitted from at least one of the individual communication device 4 and the game terminal device 1, and accepts the designation of the battle desired opponent by the opponent. The response is stored in the personal information storage unit 3 62 1 described below. The identification information of the player, the opponent receiving unit 3 6 1 1 (equivalent to the receiving method of the opponent), and the e-mail address of the individual communication device 4 owned by the player are stored in the following address. Part 3 622 is attached to the player ’s identification information, and the address receiving part 3 6 1 2 (equivalent to the address receiving method) stores the e-mail address. When the first player starts the battle game while operating the game terminal device 1, it is based on the following individuals The information storage means 3 62 1 searches for the presence of the opponents who have requested the first player as the opponents of the competition. • 28 · (25) (25) 200423991 Soube 3 6 1 3 (equivalent to the method of searching for opponents) ), According to the opponent's search department 3 6 1 3 'If there is a battle request', the player who issued the aforementioned battle request is the second player. The memory unit 3 622 extracts the e-mail address of the second player and sends it to the individual communication device 4 owned by the second player. The first player sends an e-mail to the game terminal device 1 to send the e-mail of the main purpose of the game 3 6 1 5 (Equivalent to a mail delivery method) A mail determination unit 3 6 1 4 (corresponds to a mail determination means) that determines whether to send an email based on instruction information from the individual communication device 4 owned by the second player. In addition, the CPU 3 61 of the control unit 36 is provided. When the first player starts the battle game on the game terminal device 1, it refers to the personal information storage unit 3 62 1 described below to determine whether the third player who treats the first player as the opponent is present. The matchability determination unit 3 6 1 6 (equivalent to the matchability determination method) in a state where the battle is possible, and based on the matchability determination unit 3616, it is determined that the third player is permitted to play against the third player while the battle is possible. The license unit 3617 (equivalent to the competition permission method), and according to the competition permission unit 3 61, if the competition is not permitted, the game terminal device 1 operated by the first player is sent to start the CPU battle with the CPU player as the opponent. The CPU battle instruction section of the game's instruction information 3 6 1 8 (equivalent to the CPU battle instruction method). The battle opponent receiving unit 3 6 1 1 is the battle request information from at least one of the individual communication device 4 and the game terminal device 1 (for convenience, the case of the individual communication device 4 will be described here), and it accepts the opponents who want to play. The designation of the competition opponent receiving unit 3 6 1 1 is from at least one of the communication device 4 and the game terminal device 1 of the individual communication -29- (26) (26) 200423991 (for convenience here, for the individual communication device 4) (Description of the case) The battle request information 'receives the designation of the desired battle opponent' and the player identification information in the personal information storage unit 3 62 1 below is added to the device which stores the identification information of the competition opponent. Specifically, it accepts a transmission request for the list of opponents of the opponents from the individual communication device 4, and sends the backup list of the opponents of the opponents to the individual communication device 4. Then, from the back-up list transmitted from the individual communication device 4, the identification information of the selected opponent is selected and the identification information of the individual communication device 4 is added together. "The identification information of the opponent is expected to be stored in personal information." Department 3 62 1 device. The address receiving unit 3 6 1 2 accepts and operates the game terminal device based on instruction information from at least one of the individual communication device 4 and the game terminal device 1 (for convenience, the case of the game terminal device 1 is described here). The email address of the individual communication device 4 owned by the player 1 is a device for attaching and storing an email address with the player identification information in the address memory section 3 622 described below. Specifically, the device accepts a registration request for an email address transmitted from the game terminal device 1, sends a designated web page, and receives a mail address entered on the web page. Furthermore, it is desirable that the e-mail address can be changed and deleted on the web page. The opponent search unit 3 6 1 3 is based on the following personal information storage means 3 6 2 1 when the player (referred to as a match start player) starts the match game (here, the time when the personal authentication is completed) at the game terminal device 1 Information search: Does the player have a match request for the opponent who wants the match to start? Specifically, • 30- (27) (27) 200423991 words, based on the opponent's receiving unit 3 6 1 1 ′ can determine whether the player at the beginning of the competition has a device designated by other players as the opponent of the competition. The mail delivery department 3 6 1 5 is based on the opponent's search department 3 6 1 3 ′ If there is a battle request, the player who issued the aforementioned battle request will be regarded as the second player, and the billion address 3 6 2 2 will be recorded from the following address. The e-mail address of the second player is extracted, and the first player sends an e-mail to the individual communication device 4 owned by the second player to the e-mail capable of playing the game. Here, the number of the second player may be one, and the number of the second player may be plural. Here, for convenience, the case where the second player is plural is explained. In other words, for all second players who have designated the first player as the opponent they want to play against, the first player sends an e-mail with the main purpose of the possible state of the game. Furthermore, according to the mail determination unit 3 6 1 4, if it is determined that the e-mail is sent, the game terminal device 1 where the first player is located sends an electronic message with the main purpose of the battle game to the individual communication device 4 owned by the second player. mail. In addition, when the mail sending unit 3 6 1 5 finishes the game on the game terminal device 1 where the first player is located, the email address of the second player is extracted from the address storage means 3 6 2 2 and the game terminal device 1 where the first player is located A device that sends an e-mail for the purpose of ending the battle game to the individual communication device 4 owned by the second player. The mail judging unit 3 6 1 4 is a device that determines whether or not to send an e-mail based on instruction information 'transmitted from the individual communication device 4 owned by the second player. For example, from the individual communication device 4 owned by the second player, an e-mail message is sent from the main server 3 (Main server) for the purpose of sending an e-mail message (or an e-mail message for not sending the message). Go to Main-31-(28) (28) 200423991 Servo device 3 (Main server), follow this instruction to determine whether to send the mail from the mail delivery department 3 6 1 5 to the individual owned by the second player Device of the communication device 4. The matchability determination unit 3 6 1 6 is the third player. When the game terminal device 1 starts the battle game, the player refers to the personal information storage unit 3 6 2 1 below to determine whether the third player who designated the first player as the desired opponent is present. A device that can play against a device in a possible state. In addition, the matchability determination unit 3 6 1 6 determines whether the second player and the third player are at a predetermined time (for example, 5 seconds) when the game terminal device 1 and the CPU where the first player is located are in a game against the CPU. Play against possible devices. "The second player (or the third player) is in a state where they can play" means that the second player (or the third player) operates the game terminal device 1 to complete the personal authentication, and the game has not yet started (in the waiting time described below) (Or in a CPU battle game). Here, the number of the second and third players may be one, and the number of the plural players may be plural. For convenience, the case where the number of the second player and the third player is plural is explained. The competition permission unit 3 6 1 7 is a device that allows a battle with a third player when the competition possibility determination unit 3 6 1 6 ′ determines that the competition is possible. In addition, the competition permission unit 3 6 1 7 is a device that allows a battle with a second player based on the competition availability determination unit 3 6 1 6 ′ if it is determined that the competition is possible. As will be described later (refer to FIGS. 16 and 17), according to the competition permission department 3 6 1 7, if the total number of the second and third players allowed to play is 3, or according to the competition permission department 3 6 1 7 The second player and the -32- (29) 200423991 who are allowed to play against each other. The total number of players is 1 or less and less than 3 (when the waiting time has elapsed). A command to start the game is issued to the game terminal device 1. In addition, the competition permission unit 3 6 1 7 is used to determine whether at least one of the second player and the third player is in a battle-possible state according to the competition availability determination unit 3 6 1 6 ′ when the player performs a CPU battle game. The game terminal device 1 operated by one player 1 ′ At least one of the second player and the third player sends information on the possible status of the battle. Then, as follows (refer to FIGS. 16 and 17), according to the competition permission unit 3 6 1 7, if the total number of the second and third players allowed is three, or 'the competition permission unit 3617 is The total number of permitted second and third players is one or more and less than three. When the waiting time has elapsed, a command to start a game is output to the game terminal device 1. The CPU battle instructing unit 3618 is a device for transmitting game start instruction information to the game terminal device 1 operated by the first player if the battle is not permitted according to the battle permitting unit 3617.

RAM362爲,備有包含玩家姓名及密碼等使用者ID 資料、指紋的特徵點的資料等個人情報、與玩家的識別情 報附和,儲存玩家的對戰希望對手的識別情報的個人情報 記憶部3 6 2 1 (相當於個人情報記憶方法)、與玩家的識 別情報附和,儲存該玩家所擁有的個別通訊裝置4的電子 郵件地址的地址記憶部3 622 (相當於地址記憶方法)。 圖9爲,表示個人通訊裝置4的一種實施形態的硬體 構成圖。由於控制部46爲控制個別通訊裝置4的全體動 -33· (30) 200423991 作,所以備有情報處理部(CPU ) 46 1、及一時儲存處理 途中情報等的RAM4 62、及預先記億所定情報圖像等各種 資料以及管理程式的ROM4 63的裝置。The RAM362 is a personal information memory unit that contains personal information including user ID data such as player names and passwords, data on feature points of fingerprints, and identification information of the player, and stores identification information of the player's desired opponent in the battle 3 6 2 1 (equivalent to the method of memorizing personal information), and an address storage unit 3 622 (corresponding to the method of memorizing the address) storing the e-mail address of the individual communication device 4 owned by the player in addition to the identification information of the player. FIG. 9 is a hardware configuration diagram showing an embodiment of the personal communication device 4. As shown in FIG. Since the control unit 46 controls the overall operation of the individual communication device 4 -33 · (30) 200423991, it has an information processing unit (CPU) 46 1 and a RAM 4 62 for temporarily storing information such as information in the middle of processing. ROM4 63 is a device that manages various data such as information images and management programs.

記憶在R Ο Μ 4 6 3中的各種資料之中,記憶在可接脫式 的記憶媒體的資料,例如也可使用* *硬碟機、光碟機、可 撓式磁碟機、讀取機等的裝置(drive )來讀取,在此, 記憶媒體爲例如硬碟、光碟、、CD、DVD、半導體記憶 體"等。網路通訊部48爲,爲了將各種資料藉由www等 網路與複數的中央伺服裝置3收發訊的裝置。 圖1 〇爲’各別通訊裝置4的控制部4 6的機能構成 圖。控制部46的CPU461爲,備有進行電子郵件的作 成、閱覽、及收送訊的郵件機能部4 61 1、及進行進入 (access)中央伺服裝置3等的網頁的閱覽及各種訊號的 收發訊的網頁瀏覽部。Among the various data stored in R OM 4 6 3, data stored in removable storage media, such as hard disk drives, optical drives, flexible drives, and readers And other devices (drive) for reading. Here, the storage medium is, for example, a hard disk, an optical disk, a CD, a DVD, a semiconductor memory, or the like. The network communication unit 48 is a device for transmitting and receiving various data to and from a plurality of central servo devices 3 via a network such as www. FIG. 10 is a functional configuration diagram of the control section 46 of the 'respective communication device 4'. The CPU 461 of the control unit 46 is provided with a mail function unit 4 61 1 for creating, viewing, and sending e-mails, and for viewing and accessing web pages such as the central server 3 and transmitting and receiving various signals. Web browsing department.

郵件機能部46 1 1爲’進行在與中央伺服裝置3之間 的各種電子郵件的收發訊的裝置。例如,對中央伺服裝置 3的控制部3 6的郵件判定部3 6〗4,將指示從中央伺服裝 置3的郵件送訊部3 6 1 5傳來的電子郵件的送訊(或是不 指示電子郵件的送訊)爲主旨的電子郵件送訊的裝置。以 及如擁有個別通訊裝置4的玩家在希望對戰的玩家是對戰 可能的狀態下’會從郵件送訊部3615收到主旨爲希望對 戰的玩家在可對戰的狀態的電子郵件的裝置。 網頁瀏覽部46 1 2具有與遊戲終端裝置1的控制部i 6 的對戰對手设疋部1 6 n及郵件地址設定部1 6 2相同的機 -34- (31) 200423991 能。不過’相較於遊戲終端裝置1,接受玩家的操作是由 觸控面板Π a ’而個別通訊4是由輸入部4 7。並且,如個 別通訊裝置4爲p C時,輸入部4 7爲鍵盤或滑鼠等,如 個別通訊裝置4爲行動電話時,輸入部4 7則爲數字鍵或 方向指示鍵。The mail function unit 46 1 1 is a device for transmitting and receiving various kinds of electronic mail to and from the central server 3. For example, the mail determination unit 36 of the control unit 36 of the central servo device 3 instructs the sending of an email from the mail delivery unit 3 6 1 of the central server 3 (or does not instruct Email Messaging) A device that sends emails as the subject. And, if the player who has the individual communication device 4 is in a state where the player who wants to play is in a state where the player is possible to play ', he / she will receive an e-mail from the mail distribution unit 3615, which is intended to be a player who can play in the game. The web browsing unit 46 1 2 has the same functions as the opponent setting unit 16 n of the control unit i 6 of the game terminal device 1 and the mail address setting unit 16 2 -34- (31) 200423991. However, 'compared to the game terminal device 1, the touch panel Πa' is accepted for the player's operation, and the individual communication 4 is performed by the input section 47. When the individual communication device 4 is a PC, the input unit 47 is a keyboard or a mouse, and when the individual communication device 4 is a mobile phone, the input unit 47 is a number key or a direction key.

圖1 1爲’依據中央伺服裝置3所進行的表示電子郵 件地址接受處理的動作的流程圖的一例。在此,根據從遊 戲終端裝置1傳來的情報,針對進行電子郵件地址接受處 理時做以說明。並且,以下的處理爲根據地址接受部 3 6 1 2來進行。首先,從遊戲終端裝置!接受到玩家姓名 及密碼,根據儲存在個人情報記憶部3 6 2 1的情報對照, 進行個人認證(步驟S T 1 0 1 )。接著,如在步驟S T 1 0 1的 個人認證不成立(玩家姓名或密碼錯誤)時,個人認證不 成立的主旨的情報會被傳送到遊戲終端裝置1 (例如在螢 幕 Π會顯示個人認證不成立的主旨的畫面),回到步驟 ST1 01。如在步驟ST1 01的個人認證成立時,將地址記億 部 3 622,進行判定郵件地址是否已經被登錄(步驟 ST1 03 )。如判定已經被登錄時,則處理結束。如被判定 尙未被登錄時,在遊戲終端裝置1的螢幕11上,送訊出 顯示在圖12的表示地址登錄畫面500爲主旨的指示情 報,郵件地址將被受理(步驟ST105 )。 被受理的郵件地址將進行與儲存在地址記憶部3 6 2 2 的郵件地址是否有重複的判定(步驟s T 1 〇 7 )。如被判定 爲重複時,郵件地址爲重複的情報將送訊到遊戲終端裝置 •35- (32) (32)200423991 1,則處理結束。如被判定無重複時,在步驟S T 1 0 5被受 理的郵件地址將會與玩家的識別情報(例如玩家姓名)附 和,被儲存在地址記憶部3 622。接著,對遊戲終端裝置 1,將會送訊表示是否進行與希望對戰對手對戰的對戰者 指名模式的「ON」「OFF」的選擇指令情報,對戰者指名 模式的「ON」或者「OFF」被接受時(步驟ST1 1 1 ),則 處理結束。在此,如對戰者指名模式爲「ON」時,在下 述對戰希望對手接受處理上,希望對戰的對戰希望對手將 可被受理(參照圖13)。並且,對戰者指明模式在 「ON」或者爲「OFF」的情報,將與玩家的識別情報附和 儲存在個人情報記憶手段3 62 1。 圖1 2爲,表示在圖1丨的流程圖的步驟s T 1 0 5上,顯 示在遊戲終端裝置1的螢幕11上地址登錄畫面500的畫 面圖的一例。在地址登錄畫面5 〇 〇上會顯示出、在畫面 略中央部上,有輸入郵件地址的地址輸入部5 0 1、及地址 輸入部5 0 1的下方左側上,.輸入到地址輸入部5 〇丨的郵件 地址送訊到中央伺服器裝置3時所按下的送訊按鍵5 02, 及地址輸入部5 0 1的下方右側上,取消輸入到地址輸入部 5 0 1的郵件地址(消去被輸入的郵件地址,使其能再輸 入)時所按下的取消鍵503。地址輸入部501上,可輸入 複數的(在此最多爲3個)郵件地址,從上依順序將顯示 出第1地址輸入部50la、第2地址輸入部501b、第3地 址輸入部5 01c。玩家在地址輸入部5〇1輸入自己所擁有 的個別通訊裝置4的郵件地址,當按下送訊鍵5 〇 2時,可 -36- (33) (33)200423991 將自己所ί維有的個別通訊裝置4的郵件地址登錄到中央伺 服裝置3。 圖1 3爲’中央伺服器裝置3所進行的表示對戰對手 接支處理動作的流程圖的一例。在此,針對根據從遊戲末 端裝置1傳來的情報進行對戰對手處理時做說明。並且, 以下的處理是跟據對戰對手接受部3 6 η來進行。首先, 從遊戲終端裝置1接受玩家及密碼,根據與儲存在個人情 報記憶部3 6 2 1做對照’進行個人認證(步驟s Τ 2 0 1 )。 接著’如在步驟S Τ 2 0 1不成立(玩家名稱或密碼錯誤) 時’將傳送個人認證不成立爲主旨的情報到遊戲終端裝置 1 (例如’在螢幕1 1上會表示個人認證不成立爲主旨的畫 面),回到步驟ST20 1。 在步驟ST201個人認證成立時,將參照個人情報記億 手段3 62 1 ’進行對戰指指名模式是否爲「0Ν」的判定 (步驟ST20 3 )。如對戰者指名模式被判定爲不是 「ON」時,對戰者指名模式不是「0Ν」主旨的情報會被 傳送到遊戲終端裝置1 (例如,會在螢幕1 1上表示出對 戰者指名模式不是「ON」爲主旨的表示畫面),則處理 結束。如對戰者指名模式被判定爲「〇 N」時,在圖1 4所 表示的對戰希望對手指名畫面5〗〇爲主旨的指示情報會送 訊到遊戲終端裝置1 (另外,在圖1 5表示的對戰希望對 手指名畫面600爲主旨的指示情報會送訊到個別終端裝置 4 ) ’接受從遊戲終端裝置1 (或是個別終端裝置4 )來的 對戰希望對手的識別情報(步驟S T 2 0 7 )。隨後,與操作 -37- (34) 200423991 遊戲終端裝置1的玩家的識別情報附和,對戰 識別情報儲存在個人情報憶手段3 6 2 1 (步顔 則處理結束。 圖]4爲,圖1 3的流程圖的步驟S T2 0 7, 終端裝置1的螢幕1 1上的對戰希望對手指名 畫面圖的一例。在對戰希望對手指名畫面5 1 0 爲了選擇在中央伺服裝置_ 3的對戰對手接受苦 在畫面略中央的可能成爲對戰對手爲對象者的 的候補者名單的條件選擇部5 1 1、及在條件選 下方,顯示從中央伺服裝置3的對戰對手接多 的候補者名單的候補者名單表示部5 1 2。 條件選擇部5 1 1爲,所謂「地域」是指, 登錄時所輸入的地區(縣市名稱)、「寶珠數 果時,所被付與的物品的總數,此物品從第4 玩家都被虛擬地付與。「屬性」是表示玩家的 打法特徵。「段位」是指,表示玩家在麻將 度。「地域貢獻度」是指,對戰結果被加減的 名的玩家加2點、第2名的玩家加1點、第3 1點、第4名的玩家減2點。此外,地域、 性、段位、地域貢獻度與玩家的識別情報附和 央伺服裝置3的個人情報記憶部3 62 1的裝置。 在此,於條件選擇部5 11,選擇了「地域 在候補者名單表示部5 1 2上,會由上而下依地 的順序來表示。在候補者名單表示部5 1 2上顯 希望對手的 ^ ST209), 表不在遊戲 畫面5 1 0的 有顯示著, 3 3 6 I 1作成 候補者名單 擇部5 1 1的 E部3 6 1 1來 玩家在初期 」在對戰結 名到第1名 麻將遊戲的 遊戲中的強 總數,第1 名的玩家減 寶珠數、屬 ,儲存在中 貢獻度」, 域貢獻度高 示了有,由 -38- (35) 200423991 左按順序、表示一連串編號的編號表示部512a、及表示 玩家名稱的玩家姓名表示部512b、及顯示玩家初期登錄 時所登錄的地域的地域表示部5 1 2 c、及表示玩家地域貢 獻度的貢獻度表示部5 1 2d、及捲動(scrol 1 )候補者名單 時所使用的捲動桿(scroll bar ) 5 12e。FIG. 11 is an example of a flowchart showing the operation of the e-mail address acceptance processing performed by the central servo device 3. Here, based on the information transmitted from the game terminal device 1, description will be given for the case where the e-mail address is processed. The following processing is performed by the address receiving unit 3 6 1 2. First, from the game terminal device! After receiving the player's name and password, personal authentication is performed based on the information comparison stored in the personal information memory section 3 621 (step S T 1 0 1). Next, if the personal authentication is not established (the player name or password is incorrect) in step ST 1 01, the information of the subject of the personal authentication not established will be transmitted to the game terminal device 1 (for example, the screen will display the subject of the personal authentication not established). Screen), return to step ST101. For example, when the personal authentication is established in step ST101, the address is recorded in 3,622, and it is determined whether or not the mail address has been registered (step ST103). If it is determined that it has been registered, the process ends. If it is judged that 尙 is not registered, on the screen 11 of the game terminal device 1, a message indicating the purpose of the address registration screen 500 shown in FIG. 12 is sent, and the mail address will be accepted (step ST105). The accepted mail address is judged whether there is a duplication with the mail address stored in the address memory section 3 6 2 2 (step s T 107). If it is determined to be duplicate, the information with duplicate email address will be sent to the game terminal device. • 35- (32) (32) 200423991 1 and the process ends. If it is judged that there is no duplication, the mail address handled in step S 105 will be added with the player's identification information (such as the player's name) and stored in the address memory 3622. Next, the game terminal device 1 will send a message indicating whether to select the "ON" or "OFF" of the opponent designation mode of the opponent who wants to play against the opponent. The "ON" or "OFF" of the opponent designation mode will be sent. When it is accepted (step ST1 1 1), the process ends. Here, if the opponent designation mode is "ON", the opponents who want to play will be accepted for treatment in the following opponents who want to play (see Figure 13). In addition, when the player indicates that the mode is "ON" or "OFF", the player's identification information is added to the personal information storage means 3 62 1. FIG. 12 is an example of a screen view of the address registration screen 500 displayed on the screen 11 of the game terminal device 1 at step s T 105 in the flowchart of FIG. The address registration screen 501 will be displayed. On the slightly central part of the screen, there are an address input section 501 for inputting an email address, and an address input section 501 on the lower left side of the screen. Enter the address input section 5 〇 丨 The mail button 5 02 that was pressed when sending the mail address to the central server device 3, and on the lower right side of the address input section 501, cancel the mail address input to the address input section 501 (cancel E-mail address being entered so that it can be re-entered) when the cancel key 503 is pressed. The address input section 501 can input plural (up to three) mail addresses, and the first address input section 50la, the second address input section 501b, and the third address input section 501c are displayed in order from the top. The player enters the e-mail address of the individual communication device 4 that he owns in the address input section 501. When the send button 5 002 is pressed, the player can -36- (33) (33) 200423991 The mail address of the individual communication device 4 is registered in the central servo device 3. FIG. 13 is an example of a flowchart showing the operation of the opponent's receiving and receiving processing performed by the 'central server device 3'. Here, a description will be given of a case where the opponent is processed based on information transmitted from the game terminal device 1. In addition, the following processing is performed in accordance with the opponent receiving section 3 6 η. First, the player and the password are accepted from the game terminal device 1, and personal authentication is performed based on the comparison with the stored in the personal information memory section 3 6 2 1 (step s T 2 0 1). Then 'if the step S T 2 0 1 is not established (the player name or password is incorrect)', it will send the information that the personal authentication is not established to the game terminal device 1 (for example, 'on the screen 1 1 will indicate that the personal authentication is not established as the main purpose' Screen) and return to step ST20 1. When the personal authentication is established in step ST201, a determination is made as to whether or not the battle designation mode is "ON" with reference to the personal information recording means 3 62 1 '(step ST20 3). If the player's name mode is determined not to be “ON”, information on the subject of the player ’s name mode is not “ON” will be transmitted to the game terminal device 1 (for example, it will be displayed on the screen 11 that the player ’s name mode is not “ "ON" as the main display screen), the process ends. If the player name mode is determined to be "ON", the battle hope match finger name screen 5 shown in Fig. 14 will be sent to the game terminal device 1 (also shown in Fig. 15). The battle information on the finger hope screen 600 will be sent to the individual terminal device 4) 'Receive the identification information of the opponent who wants the battle from the game terminal device 1 (or the individual terminal device 4) (step ST 2 0 7 ). Subsequently, it is added to the player's identification information of the operation-37- (34) 200423991 game terminal device 1, and the battle identification information is stored in the personal information memorizing means 3 6 2 1 (step Yan is the end of the process. Figure) 4 is, Figure 1 3 Step S T 2 0 7 of the flowchart is an example of a picture of a battle hope match finger name on the screen 11 of the terminal device 1. In the battle match match finger name picture 5 1 0, in order to choose a match opponent in the central servo device _ 3 to accept suffering In the center of the screen, the condition selection unit 5 1 1 which is a candidate list that may be a target opponent, and below the condition selection, a candidate list showing a list of candidates from the center servo device 3 The display unit 5 1 2. The condition selection unit 5 1 1 means that the "region" refers to the region (county and city name) entered at the time of registration, and "the total number of items paid when the number of orbs is counted." Items are paid virtually from the 4th player. "Attribute" refers to the characteristics of the player's play. "Duan" refers to the player's degree in Mahjong. "Regional contribution" refers to the name of the game result that is added or subtracted. play Add 2 points, 2nd place player plus 1 point, 31st place, 4th place player minus 2. In addition, area, sex, rank, regional contribution and player identification information are attached to the individual of the central servo device 3. The device of the information storage unit 3 621. Here, in the condition selection unit 5 11, "the area is displayed on the candidate list display unit 5 1 2 and displayed in the order from top to bottom. In the candidate list The display section 5 1 2 displays the opponent ’s hope ^ ST209), the display is not displayed on the game screen 5 1 0, 3 3 6 I 1 creates a candidate list, and selects the section E of the section 5 1 1 3 6 1 1 "In the early stage", the total number of players in the game of Mahjong from the first battle to the first place was reduced. The number one player reduced the number of orbs and genres, and the medium contribution was stored. " (35) 200423991 On the left, the number display unit 512a showing a series of numbers, the player name display unit 512b showing the player name, and the area display unit 5 1 2c showing the region registered at the initial login of the player, and the player Regional contribution degree contribution degree display unit 5 1 2d and scroll (scr ol 1) scroll bar 5 12e used in the candidate list.

玩家由表示在候補者名單5 1 2中按下顯示著希望對戰 的對手的對戰希望對手的該行,選擇對戰希望對手。被按 下的顯示著希望對戰對手的該行,例如,黑白顏色反轉, 能知道有被選爲對戰希望對手。在此,玩家名稱爲「捷 特」「康康」及「櫻花」三名玩家被選定爲希望對手。而 且,針對一但被指定爲對戰對手,解除對戰希望對手的指 定時,根據按下解除從候補者名單表示部5 1 2所來的對戰 希望對手的指定,顯示著玩家的該行的這件事,中央伺服 裝置3的個人情報記憶部3 62 1的情報會更新(附和解除 ¥寸戰希望封手的指定玩家的識別情報會被消除)。如此一 來’根據對戰希望對手指名畫面5 1 0,對戰希望對手的指 定及指定的解除會比較容易進行。 圖15爲,在圖13所表示的流程圖的步驟 S T2 07 上’ ’表示在個別終端裝置4的螢幕上的對戰希望對手指 名畫面600的畫面圖的一例。在此,事先,中央伺服裝置 3的對戰對手接受部3 6 1 1爲了作成將成爲對戰希望對手 的對象的名單的候補者名單的選擇條件的條件選擇晝面 (相當於顯示在圖1 4的條件選擇部5 1 1的畫面),會選 擇「地域貢獻度」,在對戰希望對手指名畫面600上,會 -39- (36) 200423991 由上而下顯示依地域貢獻度高的按順序。在對戰希望對手 指名畫面600,從畫面左側依序,指名對戰希望對手時, 點核封用的核對輸入部6 0 1、表示一連串的編號的編號表 示部602、及表示玩家名稱的玩家姓名表示部603、及表 示玩家的地域貢獻度的貢獻度表示部604。The player selects the desired opponent by pressing the line indicating the desired opponent in the candidate list 5 1 2. The line that shows the opponent you want to play down, for example, the black and white color is reversed, and you can know that you have been selected as the opponent you want to play. Here, three players whose names are "JET", "Kangkang" and "Sakura" are selected as the desired opponents. In addition, when the designation of a matchup opponent is canceled, the designation of the matchup opponent from the candidate list display unit 5 1 2 is displayed when the designation of the matchup opponent is canceled. As a result, the information of the personal information memory section 3 62 1 of the central servo device 3 will be updated (identification information of the designated player who consolidates and releases the ¥ inch war hope is blocked). In this way, according to the match hope match finger name screen 5 10, the match match opponent's designation and designation can be easily released. FIG. 15 is an example of a screen view of the match hope matching finger name screen 600 on the screen of the individual terminal device 4 at step S T2 07 in the flowchart shown in FIG. 13. Here, in advance, the competition opponent receiving unit 3 6 1 1 of the central servo device 3 selects the day condition (equivalent to the one shown in FIG. 14) in order to create the selection conditions of the candidate list that will be the target of the competition opponent. The screen of the condition selection unit 5 1 1) will select "regional contribution", and on the match hope finger name screen 600, -39- (36) 200423991 will be displayed from top to bottom in order of high regional contribution. In the match hope finger designation screen 600, in order from the left side of the screen, when the match opponent is designated, the check input part 601 for point verification, the number display part 602 showing a series of numbers, and the player name display showing the player name A section 603 and a contribution degree display section 604 that indicates the player's regional contribution degree.

玩家根據顯示在對戰希望對手指名畫面600進行表示 著希望對戰對手的對戰希望對手的該行的核對輸入部60 1 的所定操作(例如,個別終端裝置4爲行動電話時,按下 「*」進行操作)藉由輸入核對標誌來進行選擇對戰對 手。顯示出被選擇的對手的該行,例如,會黑白顏色反 轉,就知道自己被選擇爲對戰希望對手。在此,玩家名稱 「捷特」被選擇爲對戰希望對手。而且,一但被選擇爲對 戰希望對手的玩家,如要解除對戰希望對手的指定時,根 據從對戰希望對手指定畫面600顯示著解除對戰希望對手 的指定的該行的核對輸入部60 1進行所定的操作(例如, 在個別終端裝置4爲行動電話時,按下「*」進進行操 作,藉由消除的核對標誌,在中央伺服裝置3的個人情報 記憶部3 62 1的情報會更新(與解除對戰希望對手的指定 玩家附和的識別情報會被消去)。如此一來,藉由對戰希 望對手指名畫面600,對戰希望對手的指定及指定的解除 會比較容易進行。 圖16、17爲,表示出在中央伺服裝置3所進行的郵 件送訊處理、對戰對手檢索處理、對戰可否判定處理、對 戰許可處理的流程圖的一例。在此,將操作遊戲終端裝置 -40- (37) 200423991 1開始對戰的玩家稱爲第1玩家,指名第1玩家作 希望對手的玩家稱爲第2玩家,第1玩家指名爲對 對手的玩家稱爲第3玩家。 首先,從遊戲終端裝置1接受的玩家名稱、密 紋等特徵點資料,與儲存在個人情報記憶部3 62 1 對照,進行個人認證(步驟 ST301 )。接著, S T 3 0 1的個人認證不成立的場合(玩家名稱或密 時),個人認證不成力的主旨會傳送到遊戲終端 (例如,在螢幕 1 1會顯示個人認證不成力的主 面),回到步驟ST301。 如果,在步驟ST301的個人認證成立時,藉由 手檢索部3 6 1 3,參照個人情報記憶部3 62 1,進 (步驟ST303)是否有指定第1玩家爲對戰希望對 家(相當爲第2玩家)。如判定無指定第1玩家爲 望對手的玩家(相當爲2玩家)時,藉由郵件 3 6 1 4,進行判定第2玩家是否希望電子郵件送訊 ST3 0 5 )。如果被判定不希望電子郵件的送訊時, 309進行。如被判定希望電子郵件的送訊時,藉由 訊部3 6 1 5,第1玩家從遊戲終端裝置1送訊對戰 始主旨的電子郵件至第2玩家所擁有的個別通訊 (步驟 S T 3 0 7 )。 步驟ST303被判定爲NO時、步驟ST305被 NO時、步驟ST307的處理結束時,在下述的步驟 被判定NO時、及步驟ST335的處理結束時,藉由 爲對戰 戰希望 碼及指 的情報 在步驟 碼錯誤 裝置1 旨的畫 對戰對 行判定 手的玩 對戰希 判定部 (步驟 往步驟 郵件送 遊戲開 裝置4 判定爲 ST325 對戰可 •41 · (38) (38)200423991 否判定部36 1 6,參照個人情報記憶部3 62 1,進行判定是 否有(第1玩家有沒有指定對戰對手)指定以第1玩家爲 對戰希望對手的玩家(相當爲第 3玩家)(步驟 ST3 09 )。如第1玩家沒有指定第3玩家爲對戰對手(第 1玩家沒有指定對戰對手)時,往步驟ST3 1 7進行。如第 1玩家有指定第3玩家爲對戰希望對手(第1玩家有指定 對戰對手)時,藉由對戰可否判定部3 6 1 6,進行判定第3 玩家是否在對戰狀態(步驟S T3 1 1 )。如第3玩家判定不 在對戰可能狀態時,往步驟ST3 1 7進行。如第3玩家被判 定在對戰可能狀態時,藉由對戰許可部3 6 1 7,被許可與 第3玩家對戰(步驟ST3 1 3 )。不過,麻將遊戲爲4人對 戰的遊戲,所以被許可對戰的玩家人數爲3人。 接著,藉由對戰許可部3 6 1 7,進行判定被許可對戰 的玩家人數是否爲3人(對戰者是否有湊齊4人)(步驟 ST3 15 )。如被許可對戰人數爲3人時,往步驟ST3 29進 行。如被許可對戰的人數不滿3人時,在步驟ST3 09被判 定成NO時及在步驟ST3 1 1被判定成NO時’藉由對戰許 可判定部3 6 1 6,參照個人情報部3 62 1,將進行判定是否 有指定第1玩家爲對戰希望對手的玩家(相當爲第2玩 家)(步驟S T 3 1 7 )。如沒有指定第1玩家爲對戰希望對 手的玩家時,藉由對戰可否判定部3 6 1 6 ’進行判定第2 玩家是否在對戰狀態(步驟ST3 1 9 )。如第2玩家被判定 在對戰可能狀態時,藉由對戰許可部3617 ’被許可與第2 玩家對戰(步驟ST321 )。 -42- (39) 200423991The player performs the predetermined operation of the check input unit 60 1 of the row indicating the opponent who wants to play against the opponent's opponent name screen 600 displayed on the opponent ’s finger name screen 600 (for example, when the individual terminal device 4 is a mobile phone, press "*" to perform Operation) Select the opponent by entering the check mark. The line showing the selected opponent, for example, will be reversed in black and white, and you will know that you have been selected as the opponent you want to play against. Here, the player name "Jite" is selected as the desired opponent. In addition, once the player selected as the opponent of the opponent is to cancel the designation of the opponent of the opponent, the check input unit 60 1 of the line showing the cancellation of the designation of the opponent of the opponent is displayed from the opponent of the opponent of hope 600 screen 600. (For example, when the individual terminal device 4 is a mobile phone, press "*" to perform the operation, and the information in the personal information memory section 3 62 1 of the central servo device 3 will be updated (and The identification information attached to the designated player who canceled the match hope opponent will be removed.) In this way, the match hope opponent finger name screen 600 makes it easier to designate and cancel the match hope opponent. Figures 16 and 17 indicate that This is an example of a flowchart of the mail sending process, the opponent search process, the matchability determination process, and the match permission process performed by the central servo device 3. Here, the game terminal device -40- (37) 200423991 1 will be started The player who competes is called the first player, the player who named the first player as the desired opponent is called the second player, and the first player is named The opponent's player is referred to as the third player. First, the feature point data such as the player name and dense pattern received from the game terminal device 1 are compared with the personal information memory 3 62 1 to perform personal authentication (step ST301). When the personal authentication of ST 3 0 1 is not valid (player name or secret), the subject of the personal authentication failure will be transmitted to the game terminal (for example, the main screen of personal authentication failure will be displayed on the screen 1 1), and return to the step ST301. If, at the time of the personal authentication in step ST301, the hand search unit 3 6 1 3 and the personal information memory unit 3 62 1 are referred to (step ST303) whether or not the first player is designated as the opponent who wants to play (equivalent) Is the second player). If it is determined that the first player is not the opponent player (equivalent to two players), it is determined by email 3 6 1 4 whether the second player wishes to send an email to ST3 0 5). If it is determined that the transmission of the email is not desired, 309 is performed. If it is determined that the sending of the e-mail is desired, the first player sends the e-mail of the main purpose of the game from the game terminal device 1 to the individual communication owned by the second player via the communication unit 3 6 1 5 (step ST 3 0 7). When it is determined as NO in step ST303, when it is determined as NO in step ST305, and when the processing of step ST307 is ended, when the following steps are determined as NO, and when the processing of step ST335 is ended, the information for the battle hope code and reference is Step code error device 1 Purpose of painting Battle vs. Judgment hand Play vs. Hazard determination unit (Step forward to step mail Send game open device 4 Decided to be ST325 Playable • 41 · (38) (38) 200423991 No determination unit 36 1 6 With reference to the personal information memory unit 3 621, it is determined whether or not (whether the first player has designated the opponent) the player whose first opponent is the opponent (equivalent to the third player) is designated (step ST3 09). If the first player does not designate the third player as the opponent (the first player does not specify the opponent), proceed to step ST3 1 7. If the first player has designated the third player as the desired opponent (the first player has the designated opponent) At this time, the matchability determination unit 3 6 1 6 determines whether the third player is in a match state (step S T3 1 1). If the third player determines that the match is not possible, go to step ST3 1 7 If the third player is judged to be in a possible match state, the match permission section 3 6 1 7 is allowed to play against the third player (step ST3 1 3). However, the mahjong game is a four-player game, so The number of players allowed to battle is 3. Next, the competition permission unit 3 6 1 7 determines whether the number of players allowed to battle is three (whether there are four players) (step ST3 15). If the number of permitted battles is three, proceed to step ST3 29. If the number of permitted battles is less than three, when it is judged as NO in step ST3 09 and when it is judged as NO in step ST3 11 ' The match permission determination unit 3 6 1 6 refers to the personal information unit 3 62 1 to determine whether or not the first player is designated as the player (equivalent to the second player) who is the opponent of the match (step ST 3 1 7). If not specified When the first player is a player who wants to play against the opponent, the match availability determination unit 3 6 1 6 ′ determines whether the second player is in a match state (step ST3 1 9). If the second player is determined to be in a match-possible state, By the Battle Permit Department 3617 ' You can play against the second player (step ST321). -42- (39) 200423991

接著,藉由對戰許可部3 6 1 7,進行判定被許可對戰 的玩家人數是否爲3人(對戰者是否有湊齊4人)(步驟 S T 3 1 5 )。如被許可對戰人數爲3人時,往步驟s T 3 2 9進 行。如被許可對戰的人數不滿3人時,在步驟S T 3 1 7被判 定成NO時及在步驟ST3 19被判定成NO時,從步驟 S T 3 0 1完成個人認證開始,進行判定是否過了爲了選定對 戰對手所預設的時間的等待時間(例如30秒)(步驟 ST3 2 5 )。如被判定未過等待時間的話,回到步驟 ST3 09,將進行一連串的處理。如被判定過等待時間的 話,在步驟 ST313及步驟 ST3 09,舅由對戰許可部 3 6 1 7,進行判定是否被許可對戰的玩家合計0人(沒有對 戰對手)(步驟ST3 27 )。如被判定被許可對戰的玩家合 計爲〇人(沒有對戰對手)的話,將對遊戲終端裝置1送 訊與CPU對戰開始爲主旨的指令(步驟ST331 )。如被 判定被許可對戰的玩家合計不爲〇人(有對戰對手)的 話,將對遊戲終端裝置1送訊對戰開始爲主旨的指令(步 驟 ST329 )。 然後,進行判定是否對局(例如’只有東場進行東風 戰時,該對風戰的對戰)已結束(步驟S T3 3 7 )。如被判 定對局未結束時,在被判定對局結束爲止都在待機狀態。 如被判定對局結束時,在遊戲終端裝置1進行判定是否繼 續(要不要繼續)(步驟ST3 3 9 )。如被判定繼續對局 時,回到步驟ST309,重複前述處理。如被判定不繼續對 局時,藉由對戰對手檢索部3 6 1 3,參照個人情報記憶部 -43- (40) 200423991 3 62〗,進行判定是否有指定第1玩家爲對戰希望對手的玩 家(相當第2玩家)(步驟S T3 4 1 )。如被判定沒有第2 玩家時,處理將結束。如被判定第2玩家或希望送訊電子 郵件時,藉由郵件送訊部3 6 1 5 ’第1玩家所在的遊戲終 端裝置1將對第2玩家所擁有的個別通訊裝置4送訊對戰 遊戲結束爲主旨的電子郵件(步驟S T3 4 5 ),處理結束。Next, the competition permission unit 3 6 1 7 determines whether the number of players permitted to play is 3 (whether there are 4 players) (Step S T 3 1 5). If the number of permitted battles is three, proceed to step s T 3 2 9. If the number of players allowed to compete is less than 3, when it is judged as NO in step ST 3 1 7 and when it is judged as NO in step ST 3 19, it is judged whether or not it has passed since the individual authentication is completed in step ST 3 01. The waiting time (for example, 30 seconds) preset for the opponent is selected (step ST3 2 5). If it is determined that the waiting time has not elapsed, the process returns to step ST3 09 and a series of processes are performed. If it is determined that the waiting time has elapsed, in step ST313 and step ST3 09, the competition permission section 3 6 1 7 determines whether or not a total of 0 players are allowed to play (there is no opponent) (step ST3 27). If the total number of players determined to be allowed to compete is 0 (there are no opponents), the game terminal device 1 will send a command to start the competition with the CPU (step ST331). If the total number of players who are judged to be allowed to compete is not 0 (there are opponents), the game terminal device 1 will send a command to start the competition (step ST329). Then, it is determined whether or not the match (for example, when only the east field is engaged in the east wind battle, the battle of the wind battle) has ended (step S T3 3 7). If it is judged that the game is not over, it will be in standby until the game is judged to be over. When it is determined that the game is over, the game terminal device 1 determines whether or not to continue (whether or not to continue) (step ST3 39). If it is determined that the game is to be continued, the process returns to step ST309, and the aforementioned processing is repeated. If it is determined that the game will not continue, the opponent search unit 3 6 1 3 and the personal information memory unit -43- (40) 200423991 3 62 may be used to determine whether the first player is designated as the player who wants to play against the opponent. (Equivalent to the second player) (step S T3 4 1). If it is determined that there is no second player, the processing ends. If it is determined that the second player or wants to send an e-mail, the mail sending department 3 6 1 5 'The game terminal device 1 where the first player is located will send a battle game to the individual communication device 4 owned by the second player. The main e-mail is ended (step S T3 4 5), and the process ends.

另外,在步驟ST331,對遊戲終端裝置1送訊與CPU 對戰開始爲主旨的指令的話,藉由對戰可否判定部 3 6 1 6,在每所定時間(例如5秒),進行判定第2玩家或 第3玩家在對戰可能狀態(步驟ST3 3 3 )。如被判定第2 玩家及第3玩家不在對戰可能狀態時’回到步驟ST331, 對遊戲終端裝置1送訊繼續與CPU對戰爲主旨的指令。 如被判定第2玩家及第3玩家在對戰可能狀態’對遊戲終 端裝置1送訊對戰者出現的情報。In addition, in step ST331, if the game terminal device 1 is sent a command to start a battle with the CPU, the battle availability determination unit 3 6 1 6 determines whether or not the second player or The third player is in a match-possible state (step ST3 3 3). If it is determined that the second player and the third player are not in a battle-possible state ', the process returns to step ST331, and sends a command to the game terminal device 1 to continue the battle with the CPU. If it is determined that the second player and the third player are in a battle-possible state ', the game terminal device 1 will send information on the presence of the player.

像這般,第1玩家在遊戲終端裝置1開始對戰遊戲 時,對指定第1玩家爲對戰對手的第2玩家所擁有的個別 通訊裝置4,送訊出開始對戰遊戲爲主旨的電子郵件的原 因,第2玩家的對戰希望對手的第1玩家能從在遊戲終端 裝置1受訊到的電子郵件知道對戰開始。而且’第1玩家 在遊戲終端裝置1的對戰遊戲結束時,由於會對指定第1 玩家爲對戰對手的第2玩家所擁有的個別通訊裝置4送訊 對戰結束爲主旨的電子郵件,第2玩家能從電子郵件知道 希望對戰對手的第1玩家在遊戲終端裝置1結束了遊戲的 消息。也就是說,第2玩家因爲能確定第1玩家是否在對 -44· (41 ) 200423991 戰中,所以與第1玩家對戰的機會增加,便利性更佳。再 加上,第1玩家指定的對戰希望對手的第3玩家,或者指 定第1玩家爲對戰希望對手的第2玩家在可能對戰的狀態 時,能與這個第3玩家或者第2玩家對戰,與希望對戰的 對手或者希望與其對戰的對手對戰的機會增加。In this way, when the first player starts the battle game on the game terminal device 1, the first player sends an e-mail message for the purpose of starting the battle game to the individual communication device 4 owned by the second player who designated the first player as the opponent. The second player's battle hopes that the first player of the opponent can know the start of the battle from the email received on the game terminal device 1. Furthermore, at the end of the battle game of the game terminal device 1, the first player sends an e-mail to the end of the battle to the individual communication device 4 owned by the second player who designated the first player as the opponent. The second player It is possible to know from the email that the first player who wants to play against the opponent has ended the game on the game terminal device 1. In other words, since the second player can determine whether the first player is playing against -44 · (41) 200423991, the opportunity to play against the first player is increased, and the convenience is better. In addition, the third player designated by the first player to play against the hoped opponent, or the second player designated as the first player to play against the hoped opponent can play against this third player or the second player when possible, Opportunities for opponents who want to play against, or opponents who want to play against, increase.

本實施形態,雖然針對郵件送訊部3 6 1 5對指定第1 玩家爲對戰希望對手的第2玩家送訊出第1玩家在遊戲終 端裝置1開始對戰遊戲爲主旨的電子郵件時做說明,也可 以是對第1玩家所指定的對戰希望對手的第3玩家送訊出 第1玩家在遊戲終端裝置1開始對戰遊戲爲主旨的電子郵 件的形態。此時,第1玩家與指定的對戰希望對手的第3 玩家對戰的可能性提高。不過,此時,對戰對手檢索部 3613,第1玩家在遊戲終端裝置1開始對戰遊戲時,藉由 下述個人情報記憶手段3 62 1的情報,有必要檢所是否第 1玩家有無指定對戰希望對手的對戰要求。In this embodiment, although the mail sending unit 3 6 1 5 sends a message to the second player who designates the first player as the desired opponent, the first player will send an e-mail to the game terminal device 1 to start the game. It may be in the form of sending an e-mail for the first player to start the battle game on the game terminal device 1 to the third player of the match hoped opponent designated by the first player. At this time, the probability that the first player will play against the designated third player is higher. However, at this time, in the match opponent search unit 3613, when the first player starts the match game on the game terminal device 1, it is necessary to check whether the first player has specified the match hope by using the following personal information storage means 3 62 1 information The opponent's battle requirements.

圖18及圖19爲,在圖17所表示的流程圖的步驟 ST3 3 5,如有對戰者出現情報送訊來的話,在遊戲終端裝 置1的螢幕Π上表示出對戰者出現畫面520、530的畫面 的一例。圖18爲,第2玩家處在對戰可能狀態時的畫面 圖,圖19爲,第3玩家處在對戰可能狀態時的畫面圖。 在對戰者出現畫面520及530,畫面的周邊附近及畫面中 央部上,會表示玩家的手牌Object及丟牌Object等的牌 Object 521 ( 531),畫面下方會表示讓玩家操作的各種按 鍵 5 2 2 ( 5 3 2 ) ° -45- (42) 200423991FIG. 18 and FIG. 19 are steps ST3 to 5 of the flowchart shown in FIG. 17. If an opponent sends an information message, the player appearance screens 520 and 530 are displayed on the screen Π of the game terminal device 1. An example of the screen. FIG. 18 is a screen view when the second player is in a battle-possible state, and FIG. 19 is a screen view when the third player is in a battle-possible state. In the opponent's screens 520 and 530, near the periphery of the screen and on the center of the screen, the object 521 (531) of the player's hand and the discarded object will be displayed, and the various keys 5 for the player to operate are displayed at the bottom 2 2 (5 3 2) ° -45- (42) 200423991

再者,在對戰者出現畫面520的略中央部上,會顯示 出第2玩家的玩家名稱「五郎先生」的玩家在對戰可能狀 態的「對戰者出現丨指名你的玩家「五郎先生」」的對戰 者出現部5 2 4。在此,操作遊戲終端裝置1的第1玩家藉 由對戰者出現畫面5 2 0,能知道第2玩家的名稱叫「五郎 先生」的玩家正在對戰可能狀態,在等待時間(例如30 秒)以內,能知道不是C P U對戰,至少有一個玩家能進 行一般對戰。 同樣的,在對戰者出現畫面5 3 0的略中央部上,會顯 示出第3玩家的玩家名稱「捷特」的玩家在對戰可能狀態 「對戰者出現!指名你的玩家「捷特」」的對戰者出現部 5 3 4。在此,操作遊戲終端裝置1的第1玩家藉由對戰者 出現畫面530,能知道第3玩家的名稱叫「捷特」的玩家 正在對戰可能狀態,在等待時間(例如3 0秒)以內,能 知道不是CPU對戰,至少有一個玩家能進行一般對戰。In addition, on the slightly central part of the player appearance screen 520, the player with the player name "Mr. Goro" of the second player is displayed in the "combatant appearance of the possible player 丨 named your player" Mr. Goro "". Opponent Appearance Department 5 2 4. Here, the first player operating the game terminal device 1 can see that the player named "Mr. Goro" is currently in a battle-possible state through the screen 5 2 0 of the opponent, within the waiting time (for example, 30 seconds). Can know that it is not a CPU battle, at least one player can play a general battle. Similarly, on the slightly central part of the player's screen 5 3 0, the player with the player name "Jite" of the 3rd player will be shown in the battle possible state "combatant appears! Name your player" Jite "" The opponents appeared in the Ministry 5 3 4. Here, the first player who operates the game terminal device 1 can display the screen 530 of the opponent, and can know that the player named "Jite" of the third player is in a possible battle state, within the waiting time (for example, 30 seconds), I know that it is not a CPU battle, at least one player can play a normal battle.

圖20爲,表示在圖16、17的流程圖的步驟ST307, 顯示在送訊到第2玩家所擁有的個別通訊裝置4的電子郵 件的個別通訊裝置4的螢幕的開始郵件畫面圖的一例。在 開始郵件畫面610上,畫面略中央部會顯示出第2玩家希 望對戰的對手的第1玩家在遊戲終端裝置1開始對戰遊戲 的訊息表示部6 1 1。在此,訊息表示部6 1 1上表示了「指 名的玩家「捷特」開始遊戲」的訊息,第2玩家藉由看見 開始郵件畫面圖610,能知道第2玩家所希望的對戰對手 的第1玩家之中,「捷特」開始遊戲。 -46 - (43) (43)200423991 圖21爲,表示在圖16、17的流程圖的步驟ST307, 顯示在送訊到第2玩家所擁有的個別通訊裝置4的電子郵 件的個別通訊裝置4的螢幕的結束郵件畫面圖的一例。在 開始郵件畫面620上,畫面略中央部會顯示出第2玩家希 望對戰的對手的第1玩家在遊戲終端裝置1結束對戰遊戲 的訊息表示部62 1。在此,訊息表示部62 1上表示了「指 名的玩家「捷特」結束遊戲」的訊息,第2玩家藉由看見 結束郵件畫面圖620,能知道第2玩家所希望的對戰對手 的第1玩家之中,「捷特」結束遊戲。 像這般,第2玩家能藉由受訊的開始電子郵件畫面圖 6 1 0知道希望對戰對手的第1玩家之中的哪位玩家在終端 裝置1是否開始了對戰遊戲的同時,第2玩家受訊的結束 電子郵件畫面圖62 0知道希望對戰的對手的第1玩家之中 的哪個玩家在終端裝置1是否結束了對戰遊戲的關係,第 2玩家能確認第1玩家之中的哪個玩家是否在對戰中。 再者,本發明可以爲以下形態。 (A )在本實施形態,雖然針對藉由遊戲終端裝置1 所進行的麻將遊戲做以說明,不過,其他複數的玩家所進 行的遊戲形態也可。例如,卡片遊戲、圍棋遊戲、象棋遊 戲等。 (B )在本實施形態,針對遊戲系統備有店鋪伺服裝 置2的場合做說明,不過,沒有備有店鋪伺服裝置2的形 態也可。例如,遊戲終端裝置1藉由網路連接到中央伺服 裝置也可。這時,系統的構造會被簡略化。 -47- (44) 200423991 (C )在本實施形態,雖然針對郵件送訊部3 6 1 5針對 指定第1玩家爲對戰對手的第2玩家,在第1玩家所在的 遊戲終端裝置1送訊主旨爲對戰遊戲結束的電子郵件做以 說明,不過針對第1玩家所指定的對戰對手的第3玩家, 在第1玩家所在的遊戲終端裝置1送訊主旨爲對戰遊戲結 束的電子郵件的形態也可。此時,與第1玩家所指定對戰 對手的第3玩家對戰的可能性會提高。Fig. 20 is an example of a start mail screen view showing the screen of the individual communication device 4 displayed in the electronic mail sent to the individual communication device 4 owned by the second player in step ST307 of the flowchart of Figs. On the start mail screen 610, a message display section 6 1 1 on the game terminal device 1 to start the battle game is displayed on the game center device 1 at the slightly center portion of the screen. Here, the message display section 6 1 1 displays the message "The named player" Jite "starts the game". The second player can see the second player's desired opponent's number by seeing the start mail screen picture 610. Among players, "Jite" starts the game. -46-(43) (43) 200423991 Fig. 21 shows step ST307 in the flowchart of Figs. 16 and 17, and the individual communication device 4 displays the e-mail sent to the individual communication device 4 owned by the second player. An example of the end mail screen image of the screen. On the start mail screen 620, a message display section 62 1 indicating that the first player of the opponent the second player wants to play against on the game terminal device 1 ends the game on the slightly central part of the screen. Here, the message display section 62 1 displays a message of "named player" Jite "ending the game". The second player can see the first mail opponent's first opponent by seeing the end mail screen 620. Among the players, "Jite" ends the game. In this way, the second player can know the starting email screen of the received message. Figure 6 1 0 Knows which player among the first player who wants to play against the opponent. At the same time as the terminal device 1 starts the playing game, the second player Received end email screen image 62 0 Knows which player among the first player of the opponent you want to play against has ended the relationship with the terminal device 1 and the second player can confirm which one of the first players is In battle. In addition, the present invention can take the following forms. (A) Although the Mahjong game performed by the game terminal device 1 is described in this embodiment, a game mode by a plurality of other players may be used. For example, card games, Go games, chess games, and so on. (B) In the present embodiment, the case where the shop servo device 2 is provided in the game system will be described. However, the form without the shop servo device 2 may be used. For example, the game terminal device 1 may be connected to a central servo device via a network. At this time, the structure of the system will be simplified. -47- (44) 200423991 (C) In this embodiment, although the mail sending unit 3 6 1 5 targets the second player who designates the first player as the opponent, it sends the message to the game terminal device 1 where the first player is located. The main purpose is to explain the e-mail of the end of the battle game, but the third player of the opponent specified by the first player will send a message to the game terminal device 1 where the first player is located. can. In this case, the possibility of playing against the opponent's third player specified by the first player will increase.

(D )在本實施形態,雖然針對對戰對手接受部3 6 1 1 藉由從個別通訊裝置4來的對戰要求情報,可接受希望對 戰的對手的對戰希望對手的指定做以說明,不過藉由遊戲 終端裝置1來的對戰要求情報來接受對戰的對手的對戰希 望對手的指定的形態也可。(D) In the present embodiment, although the battle opponent receiving unit 3 6 1 1 uses the battle request information from the individual communication device 4 to accept the designation of the battle hope opponent by the opponent who wishes to battle, it is explained by using The battle request information from the game terminal device 1 may accept the specified form of the battle hope opponent by the opponent of the battle.

(E )在本實施形態,雖然針對位址接受部3 6 1 2藉由 從遊戲終端裝置1來的指示情報接受電子郵件地址做以說 明,不過藉由從個別通訊裝置4來的指示情報來接受電子 郵件地址的形態也可。此時,玩家在遊戲終端裝置1爲對 戰中時也可接受電子郵件地址。 (F )在本實施形態,雖然針對地址接受部3 6 1 2藉由 網頁接受郵件地址時做以說明,不過遊戲終端裝置1可以 預先儲存郵件地址輸入用的畫面情報,地址接受部3 6 1 2 受訊了到這個畫面的輸入情報再接受電子郵件的形態也 可。此時,地址接受部3 6 1 2沒必要將網頁情報轉送到遊 戲終端裝置〗,中央伺服裝置3與遊戲終端裝置1之間送 受訊的情報量會減少。 -48- (45) 200423991 (G )在本實施形態,雖然針對郵件判定部3 6 1 4藉 由從個別通訊裝置4來的指示情報來判定是否送訊電子郵 件做以說明,不過藉由從遊戲終端裝置1來的指示情報判 定是否送訊電子郵件的形態也可。此時,玩家的便利性提 升。(E) In the present embodiment, the address receiving unit 3 6 1 2 is described by receiving the e-mail address from the instruction information from the game terminal device 1, but the instruction receiving information from the individual communication device 4 is used. The form of receiving an email address is also acceptable. At this time, the player can accept the e-mail address even when the game terminal device 1 is in a battle. (F) In this embodiment, the address accepting unit 3 6 1 2 is described when receiving an email address through a web page, but the game terminal device 1 can store screen information for inputting an email address in advance, and the address accepting unit 3 6 1 2 After receiving the input information on this screen, you can accept the email. At this time, the address receiving unit 3 6 12 does not need to transfer web page information to the game terminal device, and the amount of information sent and received between the central server device 3 and the game terminal device 1 will be reduced. -48- (45) 200423991 (G) In this embodiment, although the mail determination unit 3 6 1 4 uses the instruction information from the individual communication device 4 to determine whether to send an e-mail for explanation, it is explained by The form of instruction information from the game terminal device 1 may be used to determine whether to send an e-mail. At this time, the convenience of players improves.

(Η )在本實施形態,雖然針對對戰可否判定部3 6 1 6 判定第3玩家及第2玩家是否在對戰可能狀態做以說明, 不過,由第3玩家(或第2玩家)來判定是否在對戰可能 狀態的形態也可。 (I )在本實施形態,雖然針對藉由對戰許可部3 6 1 7 在對戰不被許可時,對第1玩家所操作的遊戲終端裝置1 開始以CPU玩家爲對戰對手的遊戲的CPU對戰遊戲做以 說明,不過,藉由對戰許可部3 6 1 7在對戰不被許可時, 除了第2玩家及第3玩家,玩家遵守所定的規則,檢索適 合的對戰對手,許可對戰的形態也可。(Η) In the present embodiment, although the game playability determination unit 3 6 1 6 determines whether or not the third player and the second player are in a battle-possible state, the third player (or the second player) determines whether or not It is also possible in the form of a battle possible state. (I) In this embodiment, a CPU battle game for a game where a CPU player is the opponent is started against the game terminal device 1 operated by the first player when the competition is not permitted by the competition permission unit 3 6 1 7. For explanation, when the competition permission unit 3 6 1 7 is not permitted, in addition to the second player and the third player, the player obeys the predetermined rules and searches for a suitable opponent. The form of the permitted competition is also acceptable.

根據記載在請求項1、1 2及1 3的發明,第2玩家所 操作的遊戲終端裝置完成個人認證時開始到遊戲開始爲止 之間,因爲對將第1玩家當作對戰對手的第2玩家所擁有 的個別通訊裝置送訊了對戰遊戲開始爲主旨的電子郵件的 關係,第2玩家能藉由讀取收到的電子郵件而得知第1玩 家在對戰可能狀態。在此,第2玩家與所希望對戰的對手 的第1玩家對戰的機會增加。 根據記載在請求項2的發明,第1玩家所操作的前述 遊戲終端裝置受訊了對戰遊戲結束爲主旨的郵件之後,對 -49- (46) 200423991 將第1玩家當對戰希望對手的第2玩家所報有的個別通訊 裝置’對戰對手的第1玩家所在的遊戲終端裝置送訊了結 束對戰遊戲爲主旨的電子郵件的關係,第2玩家讀取了受 訊到的電子郵件能得知希望對戰的對手的第1玩家不在對 戰狀態,使便利性向上。 根據記載在請求項3的發明,只有在第2玩家希望送 訊電子郵件時,電子郵件才會被送出,使便利性向上。According to the inventions described in claim 1, 12, and 13, the game terminal device operated by the second player starts from when the personal authentication is completed to the start of the game, because the second player who treats the first player as the opponent The individual communication device possessed the relationship of the e-mail of the main purpose of the battle game, and the second player can know the possible state of the first player by reading the received email. Here, the second player has a greater chance of playing against the first player who wants to play against the opponent. According to the invention described in claim 2, the game terminal device operated by the first player received an e-mail message for the end of the battle game, and then -49- (46) 200423991 treated the first player as the second opponent of the desired opponent. The individual communication device reported by the player's game terminal device where the first player of the opponent is sent sent an email with the purpose of ending the game. The second player reads the received email and can know the hope. The opponent's first player is not in the battle state, making convenience more convenient. According to the invention described in claim 3, the e-mail is sent only when the second player wishes to send the e-mail, improving convenience.

根據記載在請求項4的發明,玩家所擁有的個別通訊 裝置的電子郵件地址被接受,爲了在地址記憶手段給予玩 家的識別情報做附和,儲存電子郵件地址的關係,玩家所 擁有的個別通訊裝置的電子郵件地址的登錄、追加及修正 變成可能,使便利性向上。 根據記載在請求項5的發明,藉由玩家在網頁上的存 取,可以將自己所擁有的個別通訊裝置的地址容易地登錄 在遊戲甕的伺服裝置上。According to the invention described in claim 4, the email address of the individual communication device owned by the player is accepted. In order to add the identification information given to the player by the address memory means and store the relationship of the email address, the individual communication device owned by the player Registration, addition, and correction of your e-mail address are possible, improving convenience. According to the invention described in claim 5, the player can easily register the address of the individual communication device owned by the player on the game server by accessing it on the web page.

根據記載在請求項6的發明,當第1玩家爲對戰希望 對手的第2玩家在對戰可能狀態時,可以與這個第2玩家 對戰,第2玩家與希望對戰的對手的對戰機會增大。 根據記載在請求項7的發明,就算藉由對佔許可手段 仍無法被許可對戰時,也可參加CPU對戰遊戲。並且, 根據對佔可否判定手段,爲了判斷正在進行CPU對戰的 第1玩家在對戰可能狀態的關係,第1玩家所指定的對戰 希望對手的第3玩家或者指定第1玩家爲對戰希望對手的 第2玩家在遊戲終端裝置開始對戰遊戲時,藉由對戰許可 -50- (47) (47)200423991 手段,第2玩家或第3玩家被許可與第1玩家的對戰的關 係,第1玩家與第2玩家或第3玩家的對戰機會增大。 根據記載在請求項8的發明,當第1玩家正在進行 C PU對戰遊戲時,爲了要判定在所定時間間隔中第2玩家 及第3玩家至少一方是否在對戰可能狀態的關係,第2玩 家及第3玩家至少一方在對戰可能狀態時,根據對戰許可 手段,與第2玩家及第3玩家至少一方被許可對戰的關 係,第1玩家與第2玩家或第3玩家對戰的機會增大。 根據記載在請求項9的發明,正在進行CPU對戰遊 戲的第1玩家根據例如顯示在遊戲終端裝置的情報,可確 認第2玩家及第3玩家的至少一方變成了對戰可能狀態, 能知道可與第2玩家及第3玩家的至少一方對戰。 根據記載在請求項1 〇的發明,可取消玩家的對戰對 手的指定,玩家的便利性向上。 根據記載在請求項η的發明,玩家藉由從對戰對手 的候補者名單來的對戰希望對手的指定,可容易的指定對 戰希望對手,玩家的便利性向上。 【圖式簡單說明】 第1圖係關於適用遊戲用伺服裝置的遊戲系統的構成 圖。 第2圖係顯示遊戲終端裝置的一種實施形態的外觀的 斜視圖。 第3圖係顯示遊戲終端裝置的一種實施形態的硬體構 -51 - (48) 200423991 成圖。 第4圖係遊戲終端裝置的控制部的機能構成圖。 第5圖係遊戲終端裝置的一種實施形態的外觀的斜,視 圖。 第6圖係顯示店鋪伺服裝置的一種實施形態的硬體_ 成圖。 第7圖係關於本發明關於中央伺服裝置的一種實施开多 態的應體構成圖。According to the invention described in claim 6, when the first player is a hopeful opponent, the second player can play against the second player when the second player is in a possible match state, and the second player has a greater chance of playing against the opponent who wishes to play. According to the invention described in claim 7, even if it is not possible to play a match by means of a match permission method, it is possible to participate in a CPU match game. In addition, according to the determination of whether or not to occupy, in order to determine the relationship between the first player who is currently engaged in the CPU battle, the third player designated by the first player as the desired opponent or the first player designated by the first player as the first When a player starts a battle game on the game terminal device, by the means of the battle permission -50- (47) (47) 200423991, the second player or the third player is permitted to play against the first player, and the first player and the third player Opportunities for 2 players or 3 players increase. According to the invention described in claim 8, when the first player is engaged in a CPU battle game, in order to determine whether at least one of the second player and the third player is in a battle-possible state within a predetermined time interval, the second player and When at least one of the third players is in a battle-possible state, the first player and the second or third player have a greater chance of playing against each other according to the relationship between the second player and the third player. According to the invention described in claim 9, the first player who is playing a CPU battle game can confirm that at least one of the second player and the third player has entered a battle-possible state based on information displayed on the game terminal device, for example. At least one of the second player and the third player competes. According to the invention described in the request item 10, the designation of the player's opponent can be cancelled, and the convenience of the player is improved. According to the invention described in the request item η, the player can easily designate the desired match opponent by specifying the desired match opponent from the candidate list of the opponent, and the convenience of the player is improved. [Brief description of the drawings] Fig. 1 is a diagram showing a configuration of a game system to which a game servo device is applied. Fig. 2 is a perspective view showing the appearance of an embodiment of a game terminal device. Fig. 3 shows a hardware structure of an embodiment of a game terminal device -51-(48) 200423991. Fig. 4 is a functional configuration diagram of a control unit of the game terminal device. Fig. 5 is a perspective view showing the appearance of an embodiment of a game terminal device. Fig. 6 is a diagram showing the hardware of an embodiment of the shop servo device. Fig. 7 is a constitutional diagram of an embodiment of the present invention regarding a central servo device which implements polymorphism.

第8圖係中央伺服裝置的控制部的機能構成圖。 第9圖係顯示個別通訊裝置的一種實施形態的硬體_ 成圖。 第1 〇圖係個別通訊裝置的控制部的機能構成圖。 第11圖係顯示藉由中央伺服裝置所進行的電子郵件 地址接受處理的動作流程圖的一例。Fig. 8 is a functional configuration diagram of a control unit of the central servo device. FIG. 9 is a hardware diagram showing an embodiment of an individual communication device. Fig. 10 is a functional configuration diagram of a control unit of an individual communication device. Fig. 11 is an example of an operation flowchart of an e-mail address acceptance process performed by the central server.

第12圖係顯示在第1 1圖的流程圖的步驟ST105,表 示在遊戲終端裝置的螢幕的地址登錄畫面的一例。 第1 3圖係在中央伺服裝置所進行的表示對戰對手接 受處理動作的流程圖的一例。 第14圖係在第13圖的流程圖的步驟ST207,表示在 遊戲終端裝置的螢幕上的對戰希望對手指名畫面的畫面圖 的一例。 第15圖係第13圖所表示的流程圖的步驟 ST207 上, 表示在個別終端裝置的螢幕上的對戰希望對手指名 畫面的畫面圖的一例。 -52- (49) 200423991 第I 6圖係顯示出在中央伺服裝置所進行的郵件送訊 處理、對戰對手檢索處理、對戰可否判定處理、對戰許可 處理的流程圖的一例。 第1 7圖係表示出在中央伺服裝置所進行的郵件送訊 處理、對戰對手檢索處理、對戰可否判定處理、對戰許可 處理的流程圖的一例。FIG. 12 is an example of the address registration screen displayed on the screen of the game terminal device in step ST105 shown in the flowchart of FIG. 11. Fig. 13 is an example of a flowchart showing the processing operation of the opponent's opponent in the central servo device. Fig. 14 is an example of a screen image of the screen of the match hope finger name on the screen of the game terminal device in step ST207 of the flowchart of Fig. 13. FIG. 15 is an example of a screen shot of the screen of the battle hope finger name on the screen of the individual terminal device at step ST207 in the flowchart shown in FIG. 13. -52- (49) 200423991 Figure I6 shows an example of a flowchart of the mail transmission process, the opponent search process, the battle admissibility determination process, and the battle permission process performed by the central server. FIG. 17 is an example of a flowchart showing a mail transmission process, a battle opponent search process, a battle availability determination process, and a battle permission process performed by the central server.

第1 8圖係在第1 6、1 7圖所表示的流程圖的步驟 ST3 3 5,如有對戰者出現情報送訊來的話,在遊戲終端裝 置的螢幕上表示出對戰者出現畫面的畫面圖的一例。 第19圖係在第16、17圖所表示的流程圖的步驟 ST3 3 5,如有對戰者出現情報送訊來的話,在遊戲終端裝 置畫面上表示出對戰者出現畫面的畫面圖的一例°Fig. 18 is step ST3 35 of the flowchart shown in Figs. 16 and 17. If there is an information message from the opponent, the screen of the opponent's appearance is displayed on the screen of the game terminal device. An example of a graph. Fig. 19 is a step ST3 of the flowchart shown in Figs. 16 and 17. If an opponent sends an information message, an example of a picture showing the appearance of the player on the game terminal device screen is shown.

第20圖係表示在第16、17圖的流程圖的步驟 ST3 07,顯示在送訊到第2玩家所擁有的個別通訊裝置的 電子郵件的個別通訊裝置的螢幕的開始郵件畫面圖的一 例。 第 21圖係表示在第16、17圖的流程圖的步驟 ST3 45,顯示在送訊到第2玩家所擁有的個別通訊裝置的 電子郵件的個別通訊裝置的螢幕的結束畫面圖的一例。 【圖號説明】 1遊戲終端裝置 2店鋪伺服裝置 3中央伺服裝置(遊戲用伺服裝置) -53- (50)200423991Fig. 20 shows an example of the start mail screen of the screen of the individual communication device displaying the e-mail sent to the individual communication device owned by the second player in step ST3 07 in the flowchart of Figs. 16 and 17. Fig. 21 is an example of an end screen view of the screen of the individual communication device displaying the e-mail sent to the individual communication device owned by the second player in step ST3 45 in the flowcharts of Figs. 16 and 17. [Illustration of drawing number] 1 Game terminal device 2 Store servo device 3 Central servo device (game servo device) -53- (50) 200423991

3 6控制部 361 CPU3 6 Control unit 361 CPU

3 6 1 1對戰對手接受部 3 6 ] 2地址接受部 3 6 1 3對戰對手檢索部 3 6 1 4郵件判定部 3615 郵件送訊部 3 6 1 6對戰可否判定部 3 6 1 7對戰許可部 36 18 CPU對戰指示部 3 62 RAM 3 62 1個人情報記憶部 3 622地址記憶部3 6 1 1 Battle opponent acceptance unit 3 6] 2 Address acceptance unit 3 6 1 3 Battle opponent retrieval unit 3 6 1 4 Mail determination unit 3615 Mail delivery unit 3 6 1 6 Battle availability determination unit 3 6 1 7 Battle permission unit 36 18 CPU battle instruction section 3 62 RAM 3 62 1 Personal information memory section 3 622 Address memory section

3 63 ROM 38 網路通訊部3 63 ROM 38 Network communication department

4 個別通訊裝置 -54-4 Individual communication devices -54-

Claims (1)

200423991200423991 拾、申請專利範圍 1 · 一種遊戲用伺服器裝置,設置於複數的店鋪中’ 擁有各自的螢幕的複數遊戲終端裝置,以及由網路使其連 線能通訊,在所指定數以下的複數遊戲終端裝置間可實行 對戰遊戲且可進行遊戲的管理之遊戲用伺服器裝置,其特 徵爲:Scope of patent application 1 · A game server device installed in a plurality of stores', a plurality of game terminal devices each having a screen, and a plurality of games connected to each other via a network so that they can communicate and be below the specified number A game server device capable of performing a battle game between terminal devices and managing the game is characterized by: 儲存包含玩家的識別資訊之個人資訊的個人資訊記憶 方法’和基於該遊戲用伺服器裝置與通訊可能的個別通訊 裝置,和前述遊戲終端裝置之至少來自一方的對戰要求資 訊,可接受希望對戰之對手的對戰希望對手指定,前述個 人資訊記憶方法中,附和玩家的識別資訊,儲存前述對戰 希望對手的識別資訊的對戰對手接受方法,和在第1玩家 所操作的遊戲終端裝置中從認證結束時到對戰遊戲開始爲 止之間,藉由前述個人資訊記憶方法之資訊,可搜尋有無 希望以前述第1玩家爲對戰希望對手的對戰要求之對戰對 手檢索方法,和附加於做爲前述第1玩家發出對戰希望對 手的對戰要求之玩家之第2玩家的識別資訊儲存於電子郵 件之帳號記憶方法,和藉由前述對戰對手檢索方法,如有 以前述第1玩家爲對戰希望對手的對戰要求時,從前述帳 號記憶方法中取出前述第2玩家的電子郵件帳號,對於前 述第2玩家所擁有的個別通訊裝置,前述第1玩家在前述 遊戲終端裝置送訊開始對戰遊戲之主旨的電子郵件的郵件 送訊方法。 2.如申請專利範圍第1項所述之遊戲用伺服器裝 -55- (2) 200423991 置,其中, 前述郵件送訊方法係爲,從前述第1玩家所操作之則 述遊戲終端裝置所發出的以結束對戰遊戲爲主旨的資訊受 訊以後,從前述帳號記憶方法中取出前述第2玩家的電子 郵件帳號,對於前述第2玩家所擁有的個別通訊裝置,前 述第1玩家在前述遊戲終端裝置送訊開始對戰遊戲之主旨 的電子郵件。Method for storing personal information including personal information including identification information of the player ', and information on at least one of the game communication devices based on the game server device and the individual communication device that is possible for communication, and the aforementioned game terminal device can accept the desired battle The opponent hopes the opponent designates the opponent. In the aforementioned personal information memory method, the identification information of the opponent is stored, the opponent acceptance method for storing the identification information of the opponent expected opponent, and the game terminal device operated by the first player from the end of authentication By the time of the start of the battle game, using the information of the aforementioned personal information memory method, it is possible to search for the search method of the opponent search for the match request of the first player as the match desired opponent, and to add it as the first player. The identification information of the second player of the player who wants to play against the opponent who wants to play the match is stored in the account memory method of the email, and by the aforementioned method of searching for the opponent, if there is a match request from the first player as the opponent who wants to play against, Before taking out the account memory method The second player's e-mail account for the individual before said second communication device owned by the player, the first player in the game terminal apparatus starts transmitting information war games spirit email messages Sender method. 2. The game server device -55- (2) 200423991 as described in item 1 of the scope of patent application, wherein the above-mentioned mail sending method is based on the game terminal device operated by the first player. After receiving the information for the purpose of ending the battle game, the email account of the second player is taken out of the account memory method. For the individual communication device owned by the second player, the first player is on the game terminal. The device sends an email to the subject of the game. 3 ·如申請專利範圍第1項所述之遊戲用伺服器裝 置,其中, 基於從前述第2玩家所擁有的前述個別通訊裝置的指 示資訊,具備判定是否要送訊前述電子郵件之郵件判定方 法,前述郵件送訊方法爲,藉由前述郵件判定方法,判定 送訊電子郵件時將送訊前述電子郵件。 4 ·如申請專利範圍第1項所述之遊戲用伺服器裝 置,其中,3. The game server device according to item 1 of the scope of patent application, wherein the method includes a mail determination method for determining whether or not to send the email based on instruction information from the individual communication device owned by the second player. The aforementioned mail sending method is that, by the aforementioned mail judging method, the aforementioned email will be sent when it is determined that the email is sent. 4 · The game server device described in item 1 of the scope of patent application, wherein: 接受玩家所擁有的個別通訊裝置之電子郵件,在前述 郵件記憶方法附加玩家的識別資訊,具備有儲存電子郵件 帳號的帳號接受方法。 5 .如申請專利範圍第4項所述之遊戲用伺服器裝 置,其中, 前述帳號接受方法係爲,從表示網頁並接受從個別通 訊裝置的送訊資訊,接受電子郵件帳號。 6 ·如申請專利範圍第1項所述之遊戲用伺服器裝 置,其中, -56- (3) (3)200423991 關於在第1玩家所操作的遊戲終端裝置中,從認證結 束時到對戰遊戲開始爲止之間,參照前述個人資訊記億方 法,前述第2玩家在等待對戰的狀態或與CPU對戰中之 狀態來判定是否爲對戰可能狀態之對戰可否判定方法,藉 由前述對戰可否判定方法,如判定前述第2玩家在前述對 戰可能狀態下,許可與前述第2玩家的對戰,被許可之對 戰對手之人數如滿足所指定之條件,即讓對戰開始的對戰 許可方法。 7. 如申請專利範圍第 6項所述之遊戲用伺服器裝 置,其中, 藉由前述對戰許可方法,對戰不被許可時,對前述第 1玩家操作的遊戲終端裝置,將送訊開始以CPU玩家爲對 戰對手的遊戲之CPU對戰遊戲的指示資訊之CPU對戰指 示方法。 8. 如申請專利範圍第7項所述之遊戲用伺服器裝It accepts e-mails from individual communication devices owned by the player, adds the player's identification information to the aforementioned mail memory method, and has an account acceptance method for storing e-mail accounts. 5. The server device for gaming as described in item 4 of the scope of patent application, wherein the account acceptance method is to receive an e-mail account from a display web page and receive transmission information from an individual communication device. 6 · The game server device described in item 1 of the scope of patent application, wherein -56- (3) (3) 200423991 relates to the game terminal device operated by the first player from the end of the authentication to the competition game Between the beginning and the beginning, referring to the aforementioned method of counting personal information, the aforementioned second player is in a state of waiting for a match or in a state of playing against a CPU to determine whether or not a match is possible. According to the method for determining whether a match is possible, If it is determined that the second player is permitted to play against the second player in the state where the battle is possible, if the number of permitted opponents meets the specified conditions, the battle permission method for starting the battle. 7. The server device for gaming as described in item 6 of the scope of patent application, wherein, with the above-mentioned competition permission method, if the competition is not permitted, the game terminal device operated by the first player will start to send a message to the CPU. The CPU battle instruction method of the CPU battle game instruction information of the game where the player is playing against the opponent. 8. Game server installation as described in item 7 of the scope of patent application 前述對戰可否判定方法係爲,前述第1玩家進行與 CPU對戰遊戲時,在所指定時間間隔,前述第2玩家及接 受從前述第1玩家的對戰邀請的玩家的第3玩家至少也可 判定一方是否爲前述對戰可能狀態,前述對戰許可方法係 爲,藉由前述對戰可否判定方法,前述第2玩家及第3玩 家的至少一方被判定在前述對戰可能的狀態時,即許可與 被判定對戰可能狀態的玩家對戰,被許可之對戰對手之人 數如滿足所指定之條件,即讓對戰開始。 -57- (4) 200423991 9. 如申請專利範圍第8項所述之遊戲用伺服器裝 置,其中, 前述對戰可否判定方法係爲,當第1玩家在進行與 C P U對戰遊戲時’前述第2玩家及第3玩家至少一方被判 定爲對戰可能狀態時’對第1玩家所操作之遊戲終端裝 置,前述第2玩家及第3玩家至少一方送訊對戰可能狀態 爲主旨之資訊。The method for judging whether or not to compete is such that, when the first player is playing a game against the CPU, the second player and the third player who has accepted the invitation to play from the first player may also determine at least one of them at a specified time interval. Whether or not the above-mentioned battle possible state is the above-mentioned battle permission method is that, by using the above-mentioned battle adequacy determination method, at least one of the second player and the third player is judged to be in the above-mentioned battle possible state, that is, the battle is permitted to be judged Players in a state of battle, if the number of permitted opponents meets the specified conditions, the battle will start. -57- (4) 200423991 9. The server device for a game described in item 8 of the scope of patent application, wherein the method for judging whether or not to play against is the method described above when the first player is playing a game against the CPU. When at least one of the player and the third player is determined to be in a battle-possible state, 'to the game terminal device operated by the first player, at least one of the aforementioned second and third players sends information on the battle-possible state as the main information. 10. 如申請專利範圍第1至第9項所述之任一項之遊 戲用伺服器裝置’其中, 前述對戰對手接受方法係爲,基於從前述個別通訊裝 置及前述遊戲終端裝置至少一方的指示資訊接受解除對戰 希望對手的主旨之指示,在前述個人資訊記憶方法中附加 玩家的識別資訊,刪除已儲存之前述對戰希望對手的識別 資訊。10. The game server device according to any one of claims 1 to 9 of the scope of the patent application, wherein the method for accepting the opponent is based on an instruction from at least one of the individual communication device and the game terminal device. The information accepts the instruction to cancel the main purpose of the opponent, and adds the identification information of the player to the aforementioned personal information memory method, and deletes the previously stored identification information of the opponent. 11. 如申請專利範圍第1至第9項所述之任一項之遊 戲用伺服器裝置,其中, 接受前述對戰對手接受方法係爲,接受從前述個別通 訊裝置或前述遊戲終端裝置的要求,遵照所指定之條件, 將對戰對手的後補者名單送訊到前述個別通訊裝置及前述 遊戲終端裝置之至少一方,基於從前述個別通訊裝置及前 述遊戲終端裝置的至少一方的前述後補者名單之選擇資 訊,接受對戰希望對手的指定。 12· —種遊戲管理方法,設置於複數的店鋪中,擁有 各自的螢幕的複數遊戲終端裝置,以及藉由網路使其連線 -58· (5) 200423991 能通訊,在所指定數目以下的複數遊戲終端裝置間應可實 行對戰遊戲之使用進行遊戲管理之遊戲用伺服器裝置之遊 戲管理方法,其特徵爲:11. The game server device according to any one of claims 1 to 9 of the scope of application for a patent, wherein the method of accepting the aforementioned opponent is to accept a request from the aforementioned individual communication device or the aforementioned game terminal device, According to the specified conditions, the opponent's supplementary list is sent to at least one of the individual communication device and the game terminal device, based on the supplementary list from at least one of the individual communication device and the game terminal device. Selection information, accept the designation of the opponent you want to play against. 12 · — A game management method, which is installed in multiple stores, multiple game terminal devices with their own screens, and connected via the network -58 · (5) 200423991 Can communicate, below the specified number The game management method of a game server device for game management of the use of a battle game between a plurality of game terminal devices should be implemented, which is characterized by: 擁有含有將個人情報儲存於個人情報記憶方法玩家識 別情報之處理,和基於該遊戲用伺服器裝置與通訊可能的 個別通訊裝置,以及前述遊戲終端裝置之至少來自一方的 對戰要求資訊,可接受希望對戰之對手的對戰希望對手指 定,前述個人資訊記憶方法中附加玩家的識別資訊,儲存 前述對戰希望對手的識別資訊的對戰對手接受處理,和在 第1玩家所操作的遊戲終端裝置中從認證結束時到對戰遊 戲開始爲止之間,基於前述個人資訊記憶方法之資訊,可 搜尋有無希望以前述第1玩家爲對戰希望對手的對戰要求 之對戰對手檢索處理,和附加對前述第1玩家發出對戰希 望對手的對戰要求之第2玩家的識別資訊於儲存電子郵件 帳號記憶處理,關於前述對戰對手檢索方法,如有以前述 第1玩家爲對戰希望對手的對戰要求時,從前述帳號記憶 方法中取出前述第2玩家的電子郵件帳號,對於前述第2 玩家所擁有的個別通訊裝置送訊前述第1玩家之前述遊戲 終端裝置開始對戰爲主旨的電子郵件之郵件送訊處理,實 行前述遊戲用伺服器裝置。 13· —種遊戲管理用程式之記錄媒體,設置於複數的 店鋪中,擁有各自的螢幕之複數遊戲終端裝置,以及藉由 網路使其連線能通訊,在所指定數目以下的複數遊戲終端 裝置間應可實行對戰遊戲進行遊戲的管理之遊戲用伺服器 -59- (6) (6)200423991 裝置,其特徵爲: 儲存包含玩家的識別資訊之個人資訊的個人資訊記憶 方法,和基於該遊戲用伺服器裝置與通訊可能的個別通訊 裝置,以及前述遊戲終端裝置之至少來自一方的對戰要求 資訊,可接受希望對戰之對手的對戰希望對手指定’前述 個人資訊記憶方法中,附加玩家的識別資訊,儲存前述對 戰希望對手的識別資訊的對戰對手接受方法,和在第1玩 家所操作的遊戲終端裝置中從認證結束時到對戰遊戲開始 爲止之間,基於前述個人資訊記億方法之資訊,可搜尋有 無希望以前述第1玩家爲對戰希望對手的對戰要求之對戰 對手檢索方法,和附加對前述第1玩家發出玩家之對戰希 望對手的對戰要求之第2玩家的識別資訊之儲存電子郵件 帳號之帳號記憶方法,藉由前述對戰對手檢索方法,如有 以前述第1玩家爲對戰希望對手的對戰要求時,從前述帳 號記憶方法中取出前述第2玩家的電子郵件帳號,對於前 述第2玩家所擁有的個別通訊裝置前述第1玩家在前述遊 戲終端裝置送訊開始對戰爲主旨的電子郵件做爲郵件送訊 方法來使其發揮功能。 -60-Possesses processing that includes personal identification information stored in the personal information memory method, player identification information, and individual communication devices based on the game server device and communication possibilities, and at least one of the aforementioned game terminal devices, and accepts hope The opponent of the opponent is designated by the opponent of the opponent. The identification information of the player is added to the personal information storage method, the opponent of the opponent who stored the identification of the opponent of the opponent is processed, and the authentication is completed in the game terminal device operated by the first player. From the beginning to the end of the battle game, based on the information of the aforementioned personal information memory method, it is possible to search whether there is a battle opponent search process for the battle request of the first player as the battle hope opponent, and to issue a battle hope to the first player. The identification information of the second player of the opponent's battle request is stored in the stored e-mail account. Regarding the aforementioned search method of the opponent, if the first player is a match request for the opponent, the above account is removed from the account memory method. Play 2 The home e-mail account sends the first terminal player's game terminal to the individual communication device owned by the second player, and starts the e-mail transmission processing for the main purpose of the e-mail, and implements the game server device. 13 · —A recording medium of a game management program, which is installed in a plurality of stores, has a plurality of game terminal devices with respective screens, and a plurality of game terminals below a specified number through a network so that they can communicate through communication. A game server-59- (6) (6) 200423991 device capable of performing management of battle games between devices should be provided, which is characterized by: a personal information memory method for storing personal information including player identification information, and a method based on the The game server device and the individual communication device capable of communication, and at least one of the game request information of the game terminal device, can accept the opponent who wants to play. The opponent who wants to play can designate 'the aforementioned personal information memory method, and add player identification. Information, storing the above-mentioned identification method of the opponent's desired opponent, the method of receiving the opponent, and the game terminal device operated by the first player from the end of the authentication to the start of the battle game, based on the foregoing personal information method of counting billions, You can search for the hope of the first player as the opponent The method of searching for the opponents of the battle request, and the account memory method of storing the e-mail account by adding the identification information of the second player who issued the battle request of the opponent of the first player to the opponent, using the aforementioned method of searching for the opponent, When there is a match request with the first player as the desired opponent, the email account of the second player is taken out of the account memory method. For the individual communication device owned by the second player, the first player is on the game terminal. Device messaging starts playing against the subject email as a method of mail messaging to make it functional. -60-
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