Online mahjong game system

By designing an online mahjong game system, using tag data to store mahjong rules and card information, and managing game processes through servers, the problem of single and inability to be online in the existing technology has been solved, achieving a unique game experience and an improvement in player participation.

JP2025042671APending Publication Date: 2025-03-28小原 崇弘
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Patent Information

Application Number
JP2023149733
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-03-28

AI Technical Summary

Technical Problem

The prior art is difficult to provide a unique gaming experience in online mahjong games, preventing players from getting bored with repeated games, and being unable to directly apply to electronic games or online games, and players must gather in the same location.

Method used

An online mahjong game system was designed, using tag data to store mahjong rules and card information, including positive cards, anti-cards and venue cards. By displaying the card's tag name and corresponding character images, the game experience is enhanced, and the game process is managed, the cards are shuffled and displayed through the server.

Benefits of technology

It realizes a unique gaming experience in online mahjong games, enhances players' sense of participation and immersion in the game, avoids the problem of getting bored by repeated games, and allows players to play in different locations.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an online mahjong game system that allows a user to feel a sense of freshness for a mahjong game without boredom even when the user repeatedly plays the game, and also to enjoy a unique game world.SOLUTION: In an online mahjong game system 1, player terminals 102A to 102D and a server 10 can communicate to each other via a network 150. The server 10 includes player data 18, playbook data 20, and tile data 22 in a storage 16 and further includes game progress means 30, shuffle means 34, tile selection means 36, rule modification means 38, transmission means 40, and control means 52. The transmission means 40 causes a display unit of the player terminal to simultaneously display a main screen showing the state of a game and a sub-screen that displays an avatar image of each player and tiles selected by each player in a list in such a manner that tile names are visible, and causes character images corresponding to the tiles to be displayed on the main screen and / or the sub-screen.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to an online mahjong game system, and more specifically to an online mahjong game system that is designed to allow players to play mahjong repeatedly without getting bored and to enjoy the unique worldview of the game. [Background technology]

[0002] Conventionally, techniques have been proposed to improve existing games so that players do not tire of them. The following Patent Document 1 discloses a mahjong game device that enhances the gameplay by adding randomness and strategy as separate elements to increase the movement and development of points and by adding rules that are not recognized in the original mahjong rules, in order to reduce the difference in strength between experienced and inexperienced players.

[0003] Specifically, the present invention is a mahjong game device that is composed of a combination of multiple cards that meet the following requirements: (a) All cards have the same backs, but there are multiple types of cards with different fronts. (b) The front of each of the cards is characterized by displaying identification information indicating a specific function in mahjong, such as drawing, calling, Dora, reach, points held, points lost, hand, chip, dealer number, winning, or field, or identification information indicating a specific function other than the original mahjong rules, as well as identification information indicating the effect provided by the card and the type of use of the card. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2001-224738 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the technology described in Patent Document 1 mentioned above requires that the surface area of ​​the card must be relatively large, since the card is displayed with identification information indicating a specific function, or identification information indicating a specific function other than the original rules of mahjong, as well as identification information indicating the effect the card provides and the type of use of the card, which has the inconvenience of making it difficult to secure a place to place the card without interfering with the game.

[0006] Furthermore, the technology described in Patent Document 1 cannot be directly applied to electronic games or online games, and requires players to gather in the same place.

[0007] To provide an online mahjong game system that allows players to play the mahjong game repeatedly without getting bored, that is designed to keep the game fresh, and that allows players to enjoy the unique worldview of the game system. [Means for solving the problem]

[0008] The first invention is an online mahjong game system for playing a mahjong game on a player terminal having a display unit, an input unit, and a communication unit, the system comprising: a number of game cards each having a simplified notation of rules to be added to the mahjong game displayed as a card name on one side and no characters displayed on the other side; card data storing card names, card effects, character names, and character images associated with each game card; playbook data storing information on a game method using the number of game cards; player data storing a name, avatar image, payment method, and play score associated with a player; and a memory unit storing the card data, the playbook data, and the player data. The system further comprises game progression means for controlling the progress of the mahjong game; shuffling means for shuffling the number of game cards before a game starts; and a memory unit storing the number of cards shuffled by the shuffling means. the mahjong game machine includes a card selection means for displaying the mahjong cards on a display unit of the player terminal with the card names on one side of the cards concealed so as not to be visible, and for allowing a predetermined number of game cards to be selected by an input unit of the player terminal; a transmission means for transmitting information regarding images and / or sounds reproduced on the player terminal from the start to the end of the mahjong game to the player terminal; a rule modification means for modifying existing rules in accordance with the effects of the game cards selected by the card selection means; and a communication unit capable of communicating with the player terminal via a network, wherein the game progression means progresses the game in accordance with the rules modified by the rule modification means, and the transmission means transmits to the player terminal data for displaying, together with a main screen showing the state of the game, a sub-screen displaying, on the display unit of the player terminal, avatar images of each player and the cards selected by each player in a list such that the card names are visible.

[0009] A second invention is characterized in that, in the first invention, the transmitting means transmits data to the player terminal for displaying a character image corresponding to the card together on the main screen and / or the sub-screen.

[0010] The third invention is characterized in that, in the first invention, the card data is linked to performance data relating to image and / or audio performance effects that are output at a player terminal at the time the effect of each game card is exerted, and a performance means is provided for extracting image and / or audio performance data from the card data at the time the effect of the game card is exerted, and the transmission means transmits image and / or audio performance data based on the performance data extracted by the production means to the player terminal.

[0011] The fourth invention is characterized in that, in the first invention, the large number of cards include a plurality of plus cards that have a positive effect on the existing mahjong rules, a plurality of minus cards that have a negative effect on the existing mahjong rules, and a plurality of field cards that have a field effect on the existing mahjong rules.

[0012] A fifth invention is characterized in that, in the fourth invention, the memory unit stores a plurality of stage data which are background images of the game screen, and the display unit of the player terminal is provided with a stage selection means for displaying a stage selection screen before the game on the display unit of the player terminal, the stage selection screen displays a selection screen for selecting one stage from a plurality of stages including a stage with more plus cards, a stage with more minus cards, and a normal mode stage on the display unit of the player terminal, and when any stage is selected by the input unit of the player terminal, the stage selection means removes a plurality of cards from the large number of cards in accordance with the selection, the shuffling means shuffles the cards removed by the stage selection means, and the card selection means displays the large number of shuffled cards in an array on the display unit of the player terminal, and the transmission means extracts a background image corresponding to the selected stage from the stage data and transmits the extracted stage data to the player terminal.

[0013] A sixth invention in the first invention is characterized in that the game device further comprises a billing means which cooperates with a settlement means included in the player data and accepts a bill from the player at a predetermined timing.

[0014] The seventh invention, in the first invention, has a tournament management means for displaying a tournament participation screen for participating in a tournament on a display unit of the player terminal at a predetermined timing or during a predetermined period of time, and randomly generating pairs to play against each other from among a plurality of players who have declared their participation on the tournament participation screen, wherein the tournament management means randomly generates pairs to play against each other from among players who have won games until a winner is decided, and the game progression means stores the results of the tournament in the player data as score data.

[0015] The eighth invention is the first invention, further comprising a game card update means for updating the contents of the large number of game cards periodically or irregularly to update the card data in the storage unit, the shuffling means shuffles the large number of updated cards, the card selection means displays the large number of updated and shuffled cards on a display unit of the player terminal, the rule modification means modifies existing rules according to the effects of the game cards selected by the card selection means, and the game progression means progresses the game in accordance with the rules modified by the rule modification means. The above and other objects of the present invention will become clear from the detailed description below. Effect of the Invention

[0016] According to the present invention, there is provided an online mahjong game system for playing a mahjong game on a player terminal having a display unit, an input unit, and a communication unit, the system comprising: a number of game cards each having a card name on one side of which is displayed a simplified notation of rules to be added to the mahjong game and no text displayed on the other side; card data storing card names, card effects, character names, and character images associated with each game card; playbook data storing information on a game method using the number of game cards; player data storing names, avatar images, payment methods, and play scores associated with players; and a memory unit storing the card data, the playbook data, and the player data. The system further comprises game progression means for controlling the progress of the mahjong game; shuffling means for shuffling the number of game cards before a game begins; and a memory unit for storing the number of cards shuffled by the shuffling means. The mahjong game machine is equipped with a card selection means for displaying the card names on one side of the mahjong card on the display unit of the player terminal so that they are concealed and for allowing a player to select a predetermined number of game cards using an input unit of the player terminal, a transmission means for transmitting information regarding images and / or sounds played on the player terminal from the start to the end of the mahjong game to the player terminal, a rule modification means for modifying existing rules in accordance with the effects of the game cards selected by the card selection means, and a communication unit capable of communicating with the player terminal via a network, wherein the game progression means progresses the game in accordance with the rules modified by the rule modification means, and the transmission means transmits to the player terminal data for displaying, together with a main screen showing the state of the game, a sub-screen displaying, on the display unit of the player terminal, avatar images of each player and the cards selected by each player in a list such that the card names are visible.

[0017] The transmitting means transmits to the player terminal data for displaying a character image corresponding to the card together on the main screen and / or the sub-screen.

[0018] This makes it possible to provide an online mahjong game system that allows the player to repeatedly play the mahjong game without getting bored, to feel it is fresh, and to enjoy the sense of solidarity that comes from playing the game together with the characters and the unique worldview of the game. [Brief description of the drawings]

[0019] [Figure 1] 1 is a diagram showing the overall configuration of an online mahjong game system according to a first embodiment of the present invention, the hardware configuration of a player terminal and a server, and the functional configuration of the server. [Diagram 2] FIG. 13 is a diagram showing an example of a card selection screen displayed on a display unit of a player terminal by the game system of the first embodiment. [Figure 3A] 13 is an example of a positive bill data table that stores positive bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the positive bill and stored in association with the positive bill. [Figure 3B] 13 is an example of a positive bill data table that stores positive bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the positive bill and stored in association with the positive bill. [Figure 3C] 13 is an example of a positive bill data table that stores positive bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the positive bill and stored in association with the positive bill. [Figure 4A] 13 is an example of a positive bill data table that stores positive bills stored in the server of the first embodiment, and the bill names, bill effects, character names, and character images that are associated with the positive bills. [Figure 4B] 13 is an example of a positive bill data table that stores positive bills stored in the server of the first embodiment, and the bill names, bill effects, character names, and character images that are associated with the positive bills. [Figure 5A]13 is an example of a minus bill data table that stores minus bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the minus bill and stored in association with the minus bill. [Figure 5B] 13 is an example of a minus bill data table that stores minus bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the minus bill and stored in association with the minus bill. [Figure 5C] 13 is an example of a minus bill data table that stores minus bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the minus bill and stored in association with the minus bill. [Figure 6A] 13 is an example of a minus bill data table that stores minus bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the minus bill and stored in association with the minus bill. [Figure 6B] 13 is an example of a minus bill data table that stores minus bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the minus bill and stored in association with the minus bill. [Figure 6C] 13 is an example of a minus bill data table that stores minus bills stored in the server of the first embodiment, and the bill name, bill effect, character name, and character image that are associated with the minus bill and stored in association with the minus bill. [Figure 7A] 13 is an example of a field card data table that stores field cards stored in the server of the first embodiment, and the card names, card effects, character names, and character images that are associated with the field cards and stored in association with the field cards. [Figure 7B] 13 is an example of a field card data table that stores field cards stored in the server of the first embodiment, and the card names, card effects, character names, and character images that are associated with the field cards and stored in association with the field cards. [Figure 7C]13 is an example of a field card data table that stores field cards stored in the server of the first embodiment, and the card names, card effects, character names, and character images that are associated with the field cards and stored in association with the field cards. [Figure 8] 13 is an example of a character image associated with one of the plus bills in the first embodiment. [Figure 9] 13 is an example of a character image associated with one of the plus bills in the first embodiment. [Figure 10] 13 is an example of a character image associated with one of the negative bills in the first embodiment. [Figure 11] 13 is an example of a character image associated with one of the negative bills in the first embodiment. [Figure 12] 13 is an example of a character image associated with one of the field cards in the first embodiment. [Figure 13] 13 is an example image of a character associated with one of the field cards in the first embodiment. [Figure 14] FIG. 2 is a diagram showing an example of a game screen displayed on a display unit of a player terminal in the game system of the first embodiment. [Figure 15] FIG. 13 is a diagram showing an example of an effect screen displayed on the display unit of a player terminal when one of the effects of a plus card is exerted by the game system of the first embodiment. [Figure 16] FIG. 13 is a diagram showing an example of an effect screen displayed on the display unit of a player terminal when one of the effects of a plus card is exerted by the game system of the first embodiment. [Figure 17] FIG. 13 is a diagram showing an example of an effect screen displayed on the display unit of a player terminal when one of the effects of a minus bill is exerted by the game system of the first embodiment. [Figure 18] FIG. 13 is a diagram showing an example of an effect screen displayed on the display unit of a player terminal when the effect of one of the field cards is exerted by the game system of the first embodiment. [Figure 19] 10 is a flowchart showing an example of a procedure for progressing an online mahjong game using the game system of the first embodiment. [Figure 20] FIG. 11 is a diagram showing an example of a game screen according to the second embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0020] The best mode for carrying out the present invention will now be described in detail with reference to examples. EXAMPLES

[0021] First, a first embodiment of the present invention will be described with reference to Fig. 1 to Fig. 19. Fig. 1 is a diagram showing the overall configuration of an online mahjong game system (hereinafter referred to as "game system") of this embodiment, the hardware configuration of a player terminal and a server, and the functional configuration of the server. Fig. 2 is a diagram showing an example of a card selection screen displayed on the display unit of a player terminal by the game system of this embodiment.

[0022] Figures 3A to 3C, 4A and 4B are examples of a plus card data table that stores a plus card stored in the server of this embodiment, and links and stores the card name, card effect, character name, and character image associated with the plus card.

[0023] Figures 5A to 5C and 6A to 6C are examples of a negative card data table that stores negative cards stored in the server of this embodiment, and the card name, card effect, character name, and character image that are linked to the negative card and stored in association with the negative card.

[0024] Figures 7A to 7C are an example of a field card data table that stores field cards stored in the server of this embodiment, and the card names, card effects, character names, and character images that are linked to the field cards and stored in association with the field cards.

[0025] Figures 8 and 9 are examples of character images associated with one of the plus cards in this embodiment. Figures 10 and 11 are examples of character images associated with one of the minus cards in this embodiment. Figures 12 and 13 are examples of character images associated with one of the field cards in this embodiment.

[0026] Fig. 15 and Fig. 16 are diagrams showing an example of a presentation screen displayed on the display unit of a player terminal when one effect of a plus card is exerted by the game system of this embodiment. Fig. 17 is a diagram showing an example of a presentation screen displayed on the display unit of a player terminal when one effect of a minus card is exerted by the game system of this embodiment. Fig. 18 is a diagram showing an example of a presentation screen displayed on the display unit of a player terminal when one effect of a field card is exerted by the game system of this embodiment.

[0027] FIG. 19 is a flow chart showing an example of the procedure for proceeding with an online mahjong game using the game system of this embodiment.

[0028] <Overall Configuration> Fig. 1 is a diagram showing the overall configuration of an online mahjong game system (hereinafter referred to as the "game system") of this embodiment, the hardware configuration of the player terminals and the server, and the functional configuration of the server. As shown in Fig. 1, the online mahjong game system (hereinafter referred to as the "game system") 1 of this embodiment is composed of player terminals 102A-102D owned by players 100A-100D, a network 150 such as the Internet, and a server 10. Note that in this embodiment, the player terminals 102A-102D connect to the server 10 via the network 150 to play the game, but the player terminals may be configured to connect to the server 10 only when necessary by downloading the application from the server 10.

[0029] The "unique worldview" of the game system of the present invention means, for example, in this embodiment, "the underlying worldview is a certain region of the Earth called 'Jansou', a vast area of ​​land, islands, forests, volcanoes, drift ice, and the like, with few buildings and abundant nature before the development of civilization. In ancient times, when less than half of the human race still existed, 'Humans' gathered in various places on the vast land called 'Jansou' to play a game called Mahjong. There are many signs of people curiously peeking in on the 'Humans' playing. From flower spirits and sparkling jewel incarnations to cute animals and creepy creatures. These are collectively called 'Fuda'." A rare existence that is known. "It looks fun!" "I want to play with humans!" "Fuda" with special and mysterious abilities suddenly join the "humans" playing. "Humans" enjoy the usual game with the mysterious "Fuda". "Tanyao becomes 3 han!?" "Anyone can make chi!?" "Wind tiles and three element tiles are all prohibited!?" There is a lot of excitement with the "Fuda" with various and unique abilities that are exerted on all fields, positive effects, negative effects, etc. A new mahjong that will blow a hole in your boring daily life and exceed your imagination is about to begin. "And so on. In order to produce such a world view, the present invention has the following configuration.

[0030] <Configuration of Player Terminal> The player terminals 102A to 102D can be PCs, tablets, smartphones, etc. The player terminals 102A to 102D are configured with a display unit 104A such as a display or touch panel, 104B, input units 106A and 106B such as a keyboard and touch panel, a communication unit 108A for connecting to a network 150, a control unit 110A for controlling the operation of the entire terminal, and a storage unit 112A for storing various data, etc. The same is true for the other player terminals 102B to 102D.

[0031] <Hardware Configuration of Server> As shown in Fig. 1, the server 10 includes a processor 12, a memory 14, a storage 16, and a communication unit 28, which are connected by a bus (not shown). The processor 12 is, for example, configured with a CPU (Central Processing Unit), and performs various processes by reading and executing various programs stored in the memory 14. The memory 14 stores programs to be executed by the CPU, and is, for example, configured with a ROM (Read Only Memory) and a RAM (Random Access Memory). For example, game progression means 30 to distribution means 54, which will be described later, are stored in the memory 14.

[0032] The storage 16 stores player data 18, playbook data 20, card data 22, customization data 24, stage data 26, and control programs (not shown).

[0033] The player data 18 stores the player's name (the name displayed on the game screen), an avatar image that personifies the player, a payment method, and a play score that is the result of a match, all of which are linked together.

[0034] The playbook data 20 is data relating to a game method using a large number of game cards T1 to T74.

[0035] The card data 22 is a collection of many game cards, each of which has a simplified notation of rules to be added to the mahjong game displayed as the card name on one side and no text displayed on the other side, and the card name, card effect, character name, and character image associated with each game card. The cards that appear in this embodiment are basically classified by type, and there are various types such as fairies, spirits, animals, and demons. In addition, as described later, a common concept is attached to each type.

[0036] For example, "flower fairies" include "sunflowers, roses, daisies, lily of the valley," "gem incarnations" include "diamonds, emeralds, rubies, opals," "animals" include "cats, dogs, wild boars, horses, rabbits," "earth spirits" include "god-like images of...," "demons" include "mainly assigned to negative cards, such as the Grim Reaper or ghosts," and "mysterious creatures" include "weird creatures like those that appear in anime and manga."

[0037] The tag data 26 includes a positive tag table 22A shown in FIGS. 3A to 3C, 4A and 4B, a negative tag table 22B shown in FIGS. 5A to 5C and 6A to 6C, and a field tag table 22C shown in FIGS. 7A to 7C.

[0038] Data on a total of 37 plus bills is stored in the plus bill table 22A shown in Figures 3A to 3C, 4A, and 4B. In this embodiment, the data are listed in Figures 3A to 3C, 4A, and 4B in the following order: bill number, bill function, bill name, bill ability (effect), race, race description, motif, character name, character type / characteristics, hair color or image color, and character image.

[0039] Cards T1 to T10 are classified as "fairy han numbers up" in terms of card function, "flower fairies" in terms of species, and the species description is "A winged species that governs flowers. They inhabit all of Jansou and color the land. They are friendly and curious, and want to make friends with humans. They generally have bright and positive personalities, and have the ability to cooperate with humans. Just having them by your side will increase your han numbers, and you will be able to welcome the game with a brighter mood." The card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, god colors, and image colors will be omitted).

[0040] T1: Secrets of Riichi Ippatsu: Riichi is 3 han, Ippatsu is 3 han: Mariage Delight T2: "Tsumo" is 3 han: Tsumo becomes 3 han. It's OK even if you call or have no hand: Retrans Green T3: Ron is 3 han: Ron is 3 han. It's OK even if you call or have no hand: Clarice Zero T4: Dama becomes 3 han: Dama becomes 3 han. It is OK even if you call or have no hand: Ran Suzuki T5: Peace, E-Peco becomes 3 han: Peace, E-Peco becomes 3 han: Eli Twice T6: Tanyao is 3 han: Tanyao is 3 han. Even if you call, it will be 3 han: Aina Upright T7: Chanta, Sanshoku, Ichito 4 han, Junchan 5 han: Chanta, Sanshoku, Ichito 4 han, Junchan 5 han. This number of han even if you call: Bell Goodrobe T8: Seven to 4 han, paired 5 han, mixed 1 6 han, pure 1 8 han: Seven to 4 han, paired 5 han, mixed 1 6 han, pure 1 8 han. Even if you call, the number of han is this: Ymir Barrage T9: All roles are increased by 1 han: All roles are increased by 1 han: Fury Pampam T10: If it goes up, it will be 3 han up: If it goes up, it will be 3 han up: Micah Redland

[0041] Among these, the character image C6 of the character "Aina Upright" linked to the card T6 and displayed on the display unit 104A of the player terminal is shown in Fig. 8. The card T6 is depicted on the clothing of the character image C6 shown on the left side of the figure, and the name of the card T6, "Tan Yao ga 3 Han", is displayed on the front T6a. Note that when the card T6a in the image C6 on the left side of Fig. 8 is clicked with the cursor 140, it may be changed in movement, for example, to the image shown on the right side of Fig. 8.

[0042] In addition, cards T11 to T19 are classified as "technical" in terms of function and "spirits of the night sky and constellations" in terms of species, and the species description is "mysterious spirits who rule the night sky. They have a calm and quiet atmosphere, and watch over humans and help them with their mysterious powers. They have many very technical elements, and depending on the user and situation, they can be extremely powerful. Players watched over by them will be able to fully enjoy the fun of strategy." In addition, the card names, effects, and character names of cards T11 to T19 are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted).

[0043] T11: Peeping Tom: Can look at other people's tiles for a total of 30 seconds once per game + can make all opponents fully open once per half-game: Luna Looking T12: 2 times call face-to-face: Only 2 times per game, call is treated as face-to-face. However, it is exposed. Can be used with call juicy: Wish Croon T13: Overwhelming Speed: Only once per game, you can draw twice at any time you like + Only once per half-game, you can draw two cards each time: God Speed ​​Pride T14: Recycle: Once per game, you can exchange one tile from your hand and any tile from the river (tiles face down), no draws with exchanged tiles, no after reaching: Mina Aero T15: Borderless Chi Group: Anyone can be a "Chi": Ripple Replace T16: Call Juicy: Each time you call, you get 1 han (2 han only for Kan). When you play a tile you can Kan: Can be used in conjunction with Call Menmae: Raya Wait T17: Shinobi no Tamashii: Twice in one game, discarded tiles are turned face down. Ron and retakes are not allowed + All discards are turned face down once in the half-game: Yunohana Ami T18: Petit Exchange: Every time you deal tiles, you can exchange 4 tiles for 2 last king tiles (4 tiles forced): Rei Niwazaki T19: What's yours is mine: At the start of each game, you can exchange up to 6 tiles (2 tiles x 3 players) with other people's arrangements (you can't look at your opponent's): Umbrella Kumako

[0044] Among these, the character image C12 of the character "Wish Kroon" linked to the card T12 and displayed on the display unit 104A of the player terminal is shown in Fig. 9. The card T12 is depicted on the clothing of the character image C12 shown on the left side of the figure, and the name of the card T12, "Two Cry Faces", is displayed on the front T12a. Note that when the card T12 in the image C12 on the left side of Fig. 9 is clicked with the cursor 140, it may be changed in movement, for example, to change to the image shown on the right side of Fig. 9.

[0045] Next, cards T20 to T24 are classified as "Basic Boost" in terms of function, and as "Animal" in terms of species, with the species description being "They understand the words and thoughts of the various animals and humans that inhabit Jansou, but they themselves cannot speak. They have many positive factors that directly increase their points, and just having them around will make them a strong ally." Also, the card names, effects, and character names for cards T20 to T24 are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted):

[0046] T20: Double anytime: Only applies to winning points. Does not apply to yakitori, horse, or other items: Backfire T21: Manekko / Plus: You can get the same effect as one of the plus cards currently in play: Hyper Rocket T22: +15000 points: Start with 15000 points (add 15000 from the base): Stove T23: Defense: Receive 10,000 points from each player other than yourself: Tira no Fang T24: Margin: Whoever wins, gets 20% of the points. Only applies to winning points: Rocky Rocky

[0047] Also, in Figure 4A and Figure 4B, cards T25 to T27 are classified as "Special tiles plus type" in terms of card function, and as "Magical girl" in terms of race, and the race description is "Fudas with ancient powers called "Mahou". They get involved with humans at whims. They are very rare, and only a few have been confirmed to exist. All of them have unique abilities that will add variety to the game." The card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted):

[0048] T25: Wind Master: East, South, West, North, All self-wind + 3 wind alls (3 alls even in front or when called) East, South, West, North: Pinney Force T26: Sangen-Tai Master: Sangen-Tai, Chibikko Daisangen is 4 han (4 han whether in front or called): Shamy Three T27: Infinity White: White is Almighty: Azusa Mashiro

[0049] Furthermore, in Figures 4A and 4B, cards T28 to T32 are classified as "Guard / Down the Opponent" in terms of card function, as "Guardian of the Earth" in terms of race, and as a race description, "Strong guardian deities who govern the earth and terrain. Dressed as knights, sorcerers, and military strategists, they excel mainly in defense and weakening the opponent's fighting power. When they descend, you will be able to play aggressively." The card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted):

[0050] T28: Power Break: Even if you throw it in, your opponent is down by 2 han. If your opponent is down by 1 han, you get 0 points: Cyan High Drop T29: Bird repellent charm: Yakitori immunity + All opponents get Yakitori +1: Terios Greybird T30: Meteor: Reach declaration is 5000 points + each time you win, other 3 people get Yakitori +1: Black Meteorite Torimu T31: Retake command: Forces the player to replace the discarded tile with a different one. Can be used once per game against three other players. Invalid for a player who is in reach or a tile that has been declared reach: Take Once Again T32: It's not my fault: My payment obligation is pushed equally onto two other people. Twice during the half-game. Only affects the winning points: Ai Nanakawa

[0051] Next, cards T33 to T37 are classified as "Dragon type" in terms of function, and as a species, "Spirits of gems and colors", with the species description being "Spirits that reside in gems and colors, collectively known as 'Crystal Colors'. They love sparkly things, and happily appear in lively places. They make precious Doras, like gems, even more refined weapons. If you want to use Doras a lot, you should definitely use their powers." In addition, the card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted).

[0052] T33: All Dora doubled: All Dora doubled: Frist Green T34: Only me, 3 Dora displayed: Only me, 3 Dora displayed. If I get a Kan, everyone gets a Dora: Arco Pink T35: Dora Parade: When you win, all the king tiles are Dora. If you reach, the back tiles are also: Lean Brilliant T36: Flowers are Dora 3: One flower is Dora 3: Steer Blue T37: Dora Display Change: At the start of the game, replace the two Dora displayed cards with the ones you have in stock: Kii Roen

[0053] Next, data on a total of 27 negative cards is stored in the negative card table 22B shown in Figures 5A to 5C and 6A to 6C. In this embodiment, the following data are listed in Figures 5A to 5C and 6A to 6C in the order of card number, card function, card name, card ability (effect), species, species description, motif, character name, character type / characteristics, hair color or image color, and character image. Cards T38 to T45 are classified as "prohibited / invalid" in terms of card function and "ghost / monster" in terms of species, and the species description is "Oriental ghosts and monsters that appear all over Jansou. They have a hobby of being mean to humans, and are given various negative elements. They like the surprised faces of humans, and although they don't mean any harm, they end up playing pranks on them. When they are around, the battle will be more restricted than usual." In addition, the card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted):

[0054] T38: Riichi prohibited: Riichi prohibited: Tomoka Mihara T39: Peace, Ebeko is banned: Peace, Ebeko is banned: Marina Hanagai T40: Tanyao Ban: Tanyao Ban: Sweet shrimp T41: Chanta, Junchan, mixed 1, and seiichi are prohibited: Chanta, Junchan, mixed 1, and seiichi are prohibited: Kikuno Ima T42: Seven pairs, two pairs, three colors, one prohibited: Seven pairs, two pairs, three colors, one prohibited: Weathervane Shimako T43: Total ban on singing: Can't sing: Chado Asuka T44: Wind tiles, ternary tiles prohibited: Wind tiles, ternary tiles prohibited: Two-walled wind T45: All Dora are void: All Dora are void. Hidden Dora, red, and flowers are void: Paccania Dry Dish

[0055] In addition, cards T46 to T50 are classified as "Technical Down" in terms of function, and as a "Disease / Virus" species, with the following description of the species: "An embodiment of the disease / virus that is rampant in Jansou. They have gloomy thoughts and wish the world were darker. In reality, they are just jealous of the happy humans. They cause various status disorders and are very troublesome. When they appear, you should prepare for a tougher battle than usual." In addition, the card names, effects, and character names are set as follows (explanations of motifs, character types / features, hair color, and image colors are omitted).

[0056] T46: Opponent and Zetsuichimon: During the half-game, you cannot use any of the "Man, Pin, or So" you specified. The opponent may also have it, but calling and shape ten are ×: Quatre Mew T47:Half-naked:6 tiles in hand, always open:Fubare-tou Maiko T48: Blue Back: Every game, from the start of the game, players are unable to act until all players have discarded 3 or more tiles: Rummy Blue Lee T49: Actual goods are a heresy!: You can no longer use actual goods against those who have reached out: Lost Alexander T50: Man: No multi-sided waiting. Can only win with Kanchan, Henchan, or single-handed: Maki Shimamon

[0057] Of these, character image C48 of the character "Rummy Bluely" which is linked to card T48 and displayed on the display unit 104A of the player terminal is shown in Fig. 10. Card T48 is represented on the ribbon of character image C48 shown on the left side of the figure, and the name of card T48, "Blueback", is displayed on the front T48a. Note that when card T48 in image C48 on the left side of Fig. 10 is clicked on with cursor 140, it may be changed in movement, for example to change to the image shown on the right side of Fig. 10.

[0058] Next, cards T51 to T57 are classified as "Basic Down" in terms of card function, "Demon / Villain" in terms of species, and the description of the species is "Demons who live in the dark side of Jansou. They believe that the earth has been taken over by humans, and they harass and try to drive humans out. In reality, they want to coexist peacefully with humans, but they are unable to be honest and have become hostile. Various negative factors will occur, and the game will be disadvantageous." In addition, the card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors will be omitted).

[0059] T51: Double payout at any time: Only for winning points. Excluding yakitori, horses, and barking trades: Rimuru Groove Bird T52: Even if you win, you will lose 2 points: Even if you win, you will lose 2 points. If you win with 1 point, you will get 0 points: Hebiko Ishino T53: All 1 yaku: All 1 yaku. However, pure yakuman is OK: Bubble Babel T54: -15000 points: Minus 15000 points, return to original state: Tear Lambolt T55: Manekko / Minus: You must imitate one minus card on the field. However, if you have a Zetsumon card on the opponent's side, you must imitate it: Quad Seth T56: Half Life: The winning points are halved: Mayuno Anri T57: When released, opponent's power goes up by 3 points: When released, opponent's power goes up by 3 points: Crymoon Nightfall

[0060] Of these, character image C51 of the character "Rimuru Groobird" linked to card T51 and displayed on display unit 104A of the player terminal is shown in Fig. 11. Card T51 is depicted on the necklace of character image C51 shown on the left side of the figure, and the name of card T51, "Double Payment Anytime," is displayed on the front T51a. Note that when card T51 in image C51 on the left side of Fig. 11 is clicked on with cursor 140, it may be changed in movement, such as changing to the image shown on the right side of Fig. 11.

[0061] Next, cards T58 and T59 are classified as "binding" in terms of function, and as a race, T58 is classified as the "god of light" and T59 as the "god of darkness". In addition, the common race description is "Gods who govern light and darkness. They are always at odds with each other due to their opposing thoughts and personalities. When they descend, they must fight under conditions that correspond to their attributes." In addition, the card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted):

[0062] T58: Mankan binding: Must win with Mankan or more: Sing the Right T59: No more than Haneman: You can't win with more than Haneman: Fill of Darkness

[0063] In addition, cards T60 to T62 are classified as "Paying points" in terms of function, and as a species, "Spirits of equipment and tools", with the following description of the species: "Spirits that reside in equipment and tools. They hold grudges against humans and seek revenge. They just wanted people to use them more carefully, but over time their feelings have become distorted. They have the troublesome ability to pay points in certain situations." In addition, the card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted):

[0064] T60: Every time you draw a flower, you release 3000 points to the field: Every time you draw a flower, you release 3000 points to the field: Hanabiki Sanzen T61: Discard: Pay 100 points x the total number of tiles discarded to the winner each time. In the case of a draw, release the tiles. :Natasha High Kicker T62: King Binbo: At the start of each game, roll two dice and pay 500 points for each dice rolled: Nancy Mahibobi

[0065] Furthermore, cards T63 to T65 are classified as "benevolent" in terms of function, and as a species, "weather / disaster", with the following description of the species: "Mysterious gods who control weather and disasters. They often have bird-like appearances, but their existence is shrouded in mystery. The overwhelming negative aspects of yakitori are disasters! When they descend, there are many cases where you are defeated without being able to do anything." The card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted).

[0066] T63: Extra Chicken: Whenever someone other than yourself wins, give yourself +1 Yakitori: Hurricane Cocco T64: Well Done: Yakitori, 4x payout: Hell Flare Chunchun T65: Bird Noble: Collect all of the other people's Yakitori: Tidal Kruppuru

[0067] Next, data on a total of nine field cards is stored in field card table 22C shown in Figures 7A to 7C. In this embodiment, the following order is listed in Figures 7A to 7C: card number, card name, card ability (effect), species, species description, motif, character name, character type / characteristics, hair color or image color, and character image. Note that since field cards function throughout the entire game, functional classifications are not listed.

[0068] In the example shown in Figures 7A to 7C, cards T66 to T74 are classified as "UMA / Strange Creatures" and the description of the species is "Mysterious beings scattered throughout Jansou. Possibly animals...or objects? Gods or spirits...? It is unclear whether they are enemies or allies, and they exert special effects that affect the entire field of the game. Only the players know whether the effects are good or bad." In addition, the card names, effects, and character names are set as follows (explanations of motifs, character types, characteristics, hair colors, and image colors are omitted).

[0069] T66: Double payback!: Calculate the last 30,000 payback as 60,000 payback: Weisen Curve T67: Get double the slit: Get double the slit: Crocodile T68:Wareme is 3 times:Wareme is 3 times:Wakame-san T69: Flea Market: At the start of each game, all unwanted tiles are collected in the center and redelivered (optional participation): Karl and Merili T70: Calling and buying: You call ⇒ pay 2000 points. Your opponent calls ⇒ receive 2000 points: Bye-bye Joes T71: Overkill: Flying Horse pays 10 times as much: OBK T72: Infight: All characters are in a slit state. :Makunoouto Poppo T73: Ikki: At the start of each game, 3 players replace 3 tiles with the dealer's hand (forced): Comet Sword T74: Withholding tax: At the start of each game, everyone is released to the 3000-point field and starts: Samar's girlfriend

[0070] Among these, the character image C70 of the character "Bye Bye Jaws" that is linked to the card T70 and displayed on the display unit 104A of the player terminal is shown in Fig. 12. The card T70 is shown on the abdomen of the character image C70 shown in the figure, and the name of the card T70, "Crying for Sale", is displayed on the front T70a. When the card T70 in the image C70 in Fig. 13 is clicked with the cursor 140, the character's movement may be changed, such as by displaying only the card T70, as shown in the image indicated by the arrow.

[0071] Similarly, Fig. 13 shows a character image C72 of the character "Makunogaito Poppo" that is linked to the card T72 and displayed on the display unit 104A of the player terminal. The card T72 is depicted on the glove of the character image C72 shown in the figure, and the name of the card T72, "Infight", is displayed on the front T72a. When the card T72 in the image C72 in Fig. 14 is clicked with the cursor 140, the movement of the character may be changed, for example, by displaying only the card T72, as shown in the image indicated by the arrow.

[0072] Therefore, in this embodiment, a total of 74 game cards T are used, but the number of cards can be increased or decreased, and the number of plus cards, minus cards, and field cards can also be changed. In addition, the name of each card, the corresponding effect, character setting, character image, etc. can also be changed as necessary.

[0073] In the card data 22 as described above, when the effect of each card is exerted, the effect data for producing an effect by an image and / or a sound is stored in association with each card. For example, FIG. 15 shows a game screen displayed on the display unit 104A of the player terminal 102A (the same is true for the other player terminals 102B to 102D) when the avatar image 101C of the player 100C who is the West player is displayed on the sub-screen 130 and the effect of the plus card T15 "Borderless Chee Gang" is exerted. As shown in the figure, when the effect of the card T15 is exerted, the play screen (main screen 120) on the left side is replaced for a certain period of time with a cut-in screen 142 in which the character C15 corresponding to the card T15 appears, as shown in the figure. Also, in the card information 136 in the sub-screen 130 on the right side, an effect may be performed such as changing the facial expression or movement of the character corresponding to the card T15 and the avatar image or character image of the player affected by the effect.

[0074] 16 shows a game screen displayed on the display unit 104A of the player terminal 102A when the effect of the card T32 "I'm not bad", which is a plus card held by the East player 100A, is exerted. As shown in the figure, when the effect of the card T32 is exerted, the main screen 120 is replaced for a certain period of time with a cut-in screen 144 in which the character C32 corresponding to the card T32 appears, as shown in the figure. Also, in the card information 136 in the sub-screen 130 on the right side, a performance may be performed in which the expression or movement of the character corresponding to the card T32, and the avatar image or character image of the player affected by the effect are changed.

[0075] 17 shows a game screen displayed on the display unit 104A of the player terminal 102A when the effect of the card T69 "Flea Market", which is a field card held by the North player, is exerted. When the effect of the card T69 is exerted as shown in the figure, the main screen 120 is replaced for a certain period of time with a cut-in screen 146 in which a character C69 corresponding to the card T69 appears, as shown in the figure. Also, in the card information 136 in the sub-screen 130 on the right side, a performance may be performed in which the expression or movement of the character corresponding to the card T69, or the avatar image or character image of the player affected by the effect is changed.

[0076] 18 shows a game screen displayed on the display unit 104A of the player terminal 102A when the effect of card T54 "-15000 points", a negative card held by East, is exerted. As shown in the figure, when the effect of card T54 is exerted, the main screen 120 is replaced for a certain period of time with a cut-in screen 148 in which a character C54 corresponding to card T54 appears, as shown in the figure. Also, in the card information 136 in the sub-screen 130 on the right side, a performance may be performed in which the expression or movement of the character corresponding to card T54, or the avatar image or character image of the player affected by the effect is changed.

[0077] In the examples shown in Figs. 15 to 18, the effects are expressed by cut-in images, but the avatar images of the players or character images displayed in these figures may also emit sounds.

[0078] Next, the customization data 24 is data for customizing the avatar image of the player and / or the image of the character. Examples of customization of the avatar image of the player include facial features, hairstyle, hair color, clothing, accessories, props, etc. Customization of the character image includes, for example, changing hairstyle, accessories, clothing, etc., within the scope of not destroying the basic image.

[0079] The stage data 26 is data on a plurality of stages for background screens of the game screen, and is background image data of, for example, grasslands, forests, volcanoes, drift ice, graveyards, and the like.

[0080] The communication section 28 performs various data communications with the player terminals 102A to 102D via the network 150. Of course, it may also perform communications with other terminals or external storage means as necessary.

[0081] <Functional Configuration of the Server> Next, the functional configuration of the server 10 of this embodiment will be described with reference to Fig. 1. The server 10 includes a game progression means 30, a stage selection means 32, a shuffling means 34, a card selection means 36, a rule modification means 38, a transmission means 40, a performance means 42, a customization means 44, a billing means 46, a tournament management means 48, a game card update means 50, a control means 52, and a distribution means 54.

[0082] The game progression means 30 controls the progress of the mahjong game. When the rules are modified by the rule modification means 38, which will be described later, the game progresses according to the modified rules. The stage selection means 32 will be described later.

[0083] The shuffling means 34 shuffles the numerous game cards before the start of a game.

[0084] The card selection means 36 displays the cards T1 to T74 shuffled by the shuffling means 34 on the display unit 104A of the player terminal 102A with the card names on one side hidden so that they cannot be seen, and allows the player to select a predetermined number of game cards using the input unit 106A of the player terminal 102A. The same applies to the other player terminals.

[0085] The rule modification means 38 modifies the existing rules in accordance with the effect of the game card T selected by the card selection means 36. When making the modification, the rule modification means 38 refers to the card data 22 in the storage 16.

[0086] The transmission means 40 transmits data for outputting necessary images and sounds to the display units 102A to 102D of the player terminals 102A to 102D from the start to the end of the mahjong game.

[0087] The effect means 42 extracts image and / or sound effect data from the card data 22 at the timing when the effect of the game card is exerted. The transmission means 40 transmits image and / or sound effect data based on the effect data extracted by the effect means 42 to the player terminals 102A to 104D.

[0088] The customization means 44, the billing means 46, the tournament management means 48, the game card updating means 50, and the distribution means 54 will be described later.

[0089] The control means 52 controls the overall function of the server 10 .

[0090] <Game Progression Processing> Next, the game progression processing by the game system 1 of this embodiment will be described with reference to Figures 2, 14 and 19. Figure 19 is a flow chart showing an example of the progression procedure of the online mahjong game system according to this embodiment.

[0091] First, the players 100A to 100D access the server 10 via the communication units 108A of the player terminals 102A to 102D and the network 150 (step S10). When the game progression means 30 of the server 10 confirms that a predetermined number of players 102A to 102D have gathered, it starts the game (step S12).

[0092] The game progression means 30 and the transmission means 40 display a dice screen for deciding the game and deciding the dealer on the display units 104A of the player terminals 102A to 102D (step S14), and determine the dealer based on the result of the dice roll (step S16). Next, the game progression means 30 and the transmission means 40 display a dice screen for splitting the deck on the display units 104A of the player terminals 102A to 102D (step S18).

[0093] Next, the shuffling means 34 shuffles the many cards T1 to T74 (step S20). Then, the card selection means 36 and the display means 40 display a card selection screen on the display unit 104A of the player terminal 102A to 102D (step S22). FIG. 2 shows an example of the card selection screen. The display unit 104A is divided into a main screen 120, which is a play screen, and a sub-screen 130 provided on the right side thereof, and in the illustrated example, the sub-screen 130 is the card selection screen. On the card selection screen, the backs of many cards T1 to T74 are displayed with their card names not displayed, and the dealer (here, the player 100A) selects a predetermined number of cards (three in this embodiment) one by one (step S24). Specifically, by operating input unit 106A of player terminal 102A to move cursor 140 to any one of the many cards T1 to T74 displayed on the card selection screen and clicking the card, avatar image 101A of player 100A, the selected card, and a character image corresponding to that card are displayed in the player's column in card information 136 on sub-screen 130, as shown in Fig. 14 (step S26). At this time, the card T displayed has its card name displayed on its front side.

[0094] Similarly, the other players 102B-102D select game cards T, and the selected game cards T are displayed in the card information 136 of the sub-screen 130 together with the corresponding character images and player avatar images 101B-101D (step S18) (see FIG. 14). The card selection action as described above is repeated until all the players 100A-100D have selected a predetermined number of cards (No in step S30). When all the players 100A-100D have selected a predetermined number of cards T (Yes in step S30), the rule modification means 38 modifies the existing rules by referring to the card data 22, and the game progression means 30 starts and progresses the mahjong game in accordance with the modified rules (step S32).

[0095] During the game, when checking the effect of a card, for example, by positioning cursor 140 on a card displayed in card information 136 of sub-screen 130 shown in FIG. 14, for example, in the case of game card T15, its effect "Anyone can make a chie" is displayed, and the effect of each card can be checked.

[0096] During the game, when the effect of the card held by each player 100A to 100D is exerted (Yes in step S34), the effect image as shown in the above-mentioned Figs. 15 to 18 is displayed on the display unit 104A of the player terminal 102A for a certain period of time (for example, several seconds) (step S36). In the example of Fig. 15, "Cheers from anyone!" is drawn in a speech bubble, but sound may be played in addition to or instead of this. The exertion of the card effect is repeated until the end of the game (No in step S34).

[0097] When the game progression means 30 determines that the mahjong game is over (step S38), the game progression means 30 stores the play score in the player data 18 in the storage 16 (step S40), and the game progression process by the game system 1 ends.

[0098] <Effects> According to the embodiment 1 described above, the online mahjong game system 1 is a game system for playing a mahjong game on player terminals 102A to 102D each having a display unit, an input unit, and a communication unit, and includes a number of game cards T each having a simplified notation of a rule to be added to the mahjong game displayed as a card name on one side and no characters displayed on the other side, card data 22 which stores card names, card effects, character names, and character images associated with each game card, playbook data 20 which stores information on a game method using the number of game cards, player data 18 which stores a player's name, avatar image, payment method, and play score associated with each game card, and a memory unit 16 in which the card data 22, the playbook data 20, and the player data 18 are stored, and the game progress means 30 controls the progress of the mahjong game, shuffle means 32 which shuffles the number of game cards before a game starts, and a memory unit 16 in which the card data 22, the playbook data 20, and the player data 18 are stored. a card selection means 36 for displaying the cards on the display unit of the player terminal with the card name on one side of the card face down so that the card name on one side is not visible, and for allowing the player terminal to select a predetermined number of game cards using an input unit of the player terminal; a transmission means 40 for transmitting information regarding images and / or sounds reproduced on the player terminal from the start to the end of the mahjong game to the player terminal; a rule modification means 38 for modifying existing rules according to the effect of the game card selected by the card selection means 36; and a communication unit 28 capable of communicating via a network 150, wherein the game progression means 30 progresses the game in accordance with the rules modified by the rule modification means 38, and the transmission means 40 transmits to the player terminals 102A to 102D data for displaying, together with a main screen 120 showing the state of the game, avatar images 101A to 101D of each player and a sub-screen 130 displaying a list of cards selected by each player so that the card names are visible, on the display units of the player terminals.

[0099] Furthermore, according to this embodiment, the transmitting means 40 is characterized in that it transmits data for displaying a character image corresponding to the card together on the main screen 120 and / or the sub-screen 130 to the player terminals 102A to 102D.

[0100] For this reason, (1) It is possible to provide an online mahjong game system that allows the player to play the mahjong game repeatedly without getting bored and always feel that the game is fresh. (2) Since the character images corresponding to the game cards are also displayed together with the game cards, players can enjoy a sense of solidarity as they play the game together with the characters and the unique worldview of the game. (3) Furthermore, since image and / or audio effects are displayed or output on the player terminals 102A to 102D at the timing when the effects of the game cards are exerted, the game can be made more exciting. (4) Since the avatar images 101A-101D of the players 100A-100D and the customization data 24 for customizing the character images are stored in the storage 16, the players can customize their avatar images and character images at a predetermined timing or by paying a fee through the billing means 46, and enjoy the game while viewing images that suit their preferences. (5) In addition, by having the player memorize the effects of the names of the cards, the player can use his or her brain while playing the game by manipulating the fingers, which is expected to prevent dementia. EXAMPLES

[0101] Next, a second embodiment of the present invention will be described with reference to Fig. 20. The same or corresponding components as those in the first embodiment described above will be denoted by the same reference numerals (this also applies to the following embodiments). Fig. 20 is a diagram showing an example of a game screen in the second embodiment. In this embodiment, the stage selection means 32 of the server 10 and the stage data 26 in the storage 16 are used. In this embodiment, between steps 10 and 12 in Fig. 19, a "stage selection screen" is displayed on the player terminals 102A to 102D by the stage selection means 32.

[0102] Here, the stages displayed as options include, for example, (1) "an in-fighting stage with mostly plus cards and very few minus cards," (2) "a stage with a few more plus cards and a few less minus cards," (3) "a few more minus cards and a few less plus cards," (4) "a masochist stage with mostly minus cards and very few plus cards," and (5) "normal rules. Our usual card mahjong." When one of the stages is selected by the input unit of the player terminal, the stage selection means removes a number of cards from the large number of cards in accordance with the selection.

[0103] For example, when stage (1) is selected, more of the negative cards T38 to T65 are removed from among the cards T1 to T74 described above, and the shuffling means 34 shuffles the remaining cards, and the card selection means 36 displays the shuffled cards side by side on the display unit 104A of the player terminal 102A. In addition, according to the selected stage (1), the transmission means 40 extracts a background image from the stage data 26 in the storage 16, and the transmission means 40 transmits the extracted stage data to the player terminal 102A. FIG. 20 shows the main screen 130 of the display unit 104A of the player terminal 102A. The example of FIG. 20 is when stage (5) is selected, and the background image 160 is a grassland, and a rock 162 is displayed in place of a mahjong table. Additionally, character images c1 to c12 corresponding to the cards selected by each player are displayed together with avatar images 101A to 101D of players 100A to 100D. Note that the background image shown in Fig. 20 is an example, and players 100A to 100D may select from among several pieces of background data extracted according to the mode.

[0104] Also, when the players 100A to 100D say, "I feel like fighting more than usual today! Let's enter a room with more plus cards!", the stage becomes (1) and a volcano may be displayed as the background image. Furthermore, when the players 100A to 100D say, "I want to stream something silly, so I'll go to a room with all minus cards today lol", the stage becomes (4), most of the plus cards are removed, and a foggy marsh, a graveyard, or Yomihirasaka may be displayed as the background image. When the stage (2) is selected, a forest may be displayed as the background image, and when the stage (3) is selected, a desert may be displayed as the background image. In either case, several stages may be set according to the number of cards to be removed, and the background image may be changed accordingly. For example, in the case of a "stage with only all plus cards", a seaside image may be used as the background image. EXAMPLES

[0105] Next, a third embodiment of the present invention will be described with reference to FIG. 1. In the game system 1 of this embodiment, the server 10 is provided with a customization means 44. When the customization means 44 receives a customization instruction from the player terminals 102A-102D of the players 100A-100D at a predetermined timing (for example, charging by a charging means of a fourth embodiment described later, or using a game score, etc.), the customization means 44 extracts customization data according to the instruction from the customization data 24 in the storage 16, customizes the avatar images 101A-101D of the players 100A-100D and / or the image of the character, and the transmission means 40 displays the customized image data on the display unit 104A of the player terminals 102A-102D. This allows the avatar images, which start out as blank, to be customized, and a sense of solidarity can be obtained as if playing a mahjong game in a team, together with the character images corresponding to the game cards. EXAMPLES

[0106] Next, a fourth embodiment of the present invention will be described with reference to FIG. 1. As shown in FIG. 1, the server 10 of the game system 1 of this embodiment includes a billing means 46. The billing means 46 works in conjunction with the settlement means included in the player data 18, and accepts and settles a bill through the terminals 102A-102D of the players 100A-100D at a predetermined timing. Examples of the timing for billing include customizing the avatar images 101A-101D, customizing the appearance of the character images, customizing the personal pages of the players 100A-100D, paying the entry fee for a tournament in the fifth embodiment described later, and obtaining a special card that can only be obtained by paying. Needless to say, there are other timings for billing. EXAMPLES

[0107] Next, a fifth embodiment of the present invention will be described with reference to FIG. 1. In the game system 1 of this embodiment, the server 10 of FIG. 1 is provided with a tournament management means 48. The tournament management means 48 displays a tournament participation screen for participating in a tournament on the display unit of the player terminals 102A to 102D at a predetermined timing or for a predetermined period of time, and randomly generates a pair of players to play from among a plurality of players who have declared their participation on the tournament participation screen. Then, the tournament management means 48 randomly generates further pairs of players to play from among the players who have won after the games are over until a winner is decided, and stores the results of the tournament as score data in the player data 18. This allows players to play not only regular mahjong games with friends, but also matches against other players. EXAMPLES

[0108] Next, a sixth embodiment of the present invention will be described with reference to Fig. 1. The game card update means 50 of the server 10 in Fig. 1 updates the contents of the many game cards periodically or irregularly to update the card data 22 in the storage 16, the shuffling means 34 shuffles the many updated cards, the card selection means 36 displays the many updated and shuffled cards on the display unit 104A of the player terminal 102A, the rule modification means 38 modifies the existing rules according to the effects of the game cards selected by the card selection means 36, and the game progression means 30 progresses the game according to the rules modified by the rule modification means 38. In this way, by periodically updating the contents of the game cards, the player can enjoy the game at any time without getting bored.

[0109] The above-described embodiment is merely an example, and may be modified as appropriate within a range that provides the same effects. In addition, the following modified examples may be combined. (1) The shape and dimensions of the gaming cards T shown in the above-mentioned first embodiment are merely examples and can be appropriately changed as necessary. (2) The number of game cards T, plus cards, minus cards, and field cards shown in Example 1 above are also examples, and the numbers may be increased or decreased as needed, and cards may be replaced or added at regular intervals. (3) The game card names shown in the first embodiment are also examples, and other indications may be used as long as they are a simplified representation of the corresponding effects.

[0110] (4) In the first embodiment, each player selects three game cards T, but this is also one example, and there is no prohibition on one, two, or four or more game cards being selected. (5) The character images shown in the first embodiment are also just examples and can be modified as necessary. (6) The game screen (including the presentation screen) shown in the first embodiment is merely an example, and may be modified as appropriate within the scope of achieving the same effect.

[0111] (7) In the above embodiment 1, the player terminals 102A to 102D play the game by connecting to the server 10 via the network 150. However, the game may be played by downloading the game as an application from the server 10, and connecting to the server 10 only when necessary. (8) The stage selection shown in the second embodiment is also an example, and even if the stage has the same "more positive cards", it may be prepared in stages from a stage with many negative cards to a stage with few negative cards. The same applies to the other stages. Also, the background images according to the stage selection are also an example, and they can be increased, decreased, or changed as necessary.

[0112] (9) The customization shown in the third embodiment is also an example, and can be modified as necessary. (10) The timing of billing shown in the fourth embodiment is merely an example, and billing may be performed at other times. (11) The tournament shown in the fifth embodiment is just one example, and playing groups may be selected from any range, such as by region, nationwide, occupation, or age. (12) The update of the game cards shown in the sixth embodiment is also an example, and the game cards may be distributed automatically, or may be distributed in accordance with a charge. [Industrial Applicability]

[0113] According to the present invention, there is provided an online mahjong game system for playing a mahjong game on a player terminal having a display unit, an input unit, and a communication unit, the system comprising: a number of game cards each having a simplified notation of rules to be added to the mahjong game displayed as a card name on one side and no text displayed on the other side; card data storing card names, card effects, character names, and character images associated with each game card; playbook data storing information on a game method using the number of game cards; player data storing names, avatar images, payment methods, and play scores associated with players; and a memory unit storing the card data, the playbook data, and the player data. The system further comprises game progression means for controlling the progress of the mahjong game; shuffling means for shuffling the number of game cards before a game begins; and a memory unit storing the number of game cards shuffled by the shuffling means. the mahjong game machine includes a card selection means for displaying the cards on a display unit of the player terminal with the card names on one side of the cards face down so that they are not visible, and for allowing a predetermined number of game cards to be selected by an input unit of the player terminal; a transmission means for transmitting to the player terminal information regarding images and / or sounds reproduced on the player terminal from the start to the end of the mahjong game; a rule modification means for modifying existing rules in accordance with the effects of the game cards selected by the card selection means; and a communication unit capable of communicating with the player terminal via a network, wherein the game progression means progresses the game in accordance with the rules modified by the rule modification means, and the transmission means transmits to the player terminal data for displaying, together with a main screen showing the state of the game, a sub-screen displaying, on the display unit of the player terminal, avatar images of each player and the cards selected by each player in a list such that the card names are visible.

[0114] This makes it possible to provide an online mahjong game system that allows the player to play the mahjong game repeatedly without getting bored and always feels fresh.

[0115] In addition, the transmission means transmits data to the player terminal for displaying a character image corresponding to the card together with the main screen and / or the sub-screen, thereby providing an online mahjong game system that allows players to enjoy the sense of solidarity that comes from playing the game together with the characters and the unique world view of the game. [Explanation of symbols]

[0116] 1: Online Mahjong Game System 10: Server 12: Processor 14: Memory 16: Storage (memory section) 18: Player data 20: Playbook Data 22: Tag data 22A: Plus bill data table 22B: Negative bill data table 22C: Field Card Data Table 24: Customization data 26: Stage Data 28: Communications Department 30: Game progression method 32: Stage selection method 34: Shuffle method 36: Card selection means 38:Methods of modifying the rules 40: Transmission method 42: Direction means 44: Customization methods 46: Billing method 48: Tournament Management Measures 50: Game card update method 52: Control means 54: Distribution method 100A~100D: Player 101A~101D:Avatar images 102A to 102D: Player terminals 104A, 104B: Display section 106A, 106B: Input section 108A:Communication Department 110A: Control unit 112A: Storage section 120: Main screen 130: Sub screen 132: Player information 134: Rulebook 136: Card information 140: Cursor 142~148: Cut-in screen 150: Network 160: Background image 162: Rock P:Tile C1~C74, c1~c12: Character images T1~T74: Cards T1a~T74a: front side of bill

Claims

1. An online mahjong game system for playing a mahjong game in a player terminal having a display unit, an input unit, and a communication unit, comprising: A large number of game cards, one side of which displays a simplified notation of rules to be added to the mahjong game as the card name and the other side of which displays no text, and card data that stores the card name, card effect, character name, and character image associated with each game card; playbook data storing information on a game method using the plurality of game cards; Player data that includes a player's name, avatar image, payment method, and play score, and is stored in association with the player's name, avatar image, payment method, and play score; A storage unit in which the card data, the playbook data, and the player data are stored; In addition to providing A game progress means for controlling the progress of the mahjong game; a shuffling means for shuffling the plurality of game cards before a game is started; a card selection means for displaying the cards shuffled by the shuffling means on a display unit of the player terminal with the card names on one side of the cards concealed so that they cannot be seen, and for allowing a player to select a predetermined number of game cards using an input unit of the player terminal; a transmitting means for transmitting information regarding images and / or sounds reproduced on said player terminals from the start to the end of said mahjong game to said player terminals; a rule modification means for modifying an existing rule in accordance with an effect of the game card selected by the card selection means; a communication unit capable of communicating with the player terminal via a network; Equipped with the game progression means progresses the game in accordance with the rules modified by the rule modification means; The online mahjong game system is characterized in that the transmitting means transmits to the player terminal data for displaying, together with a main screen showing the game situation, a sub-screen on the display unit of the player terminal which displays, in a list, the avatar images of each player and the cards selected by each player so that the names of the cards are visible.

2. The transmitting means is The online mahjong game system according to claim 1, characterized in that data for displaying a character image corresponding to the card together on the main screen and / or the sub-screen is transmitted to the player terminal.

3. The card data is associated with performance data relating to a performance effect by an image and / or a sound outputted at a player terminal at a timing when the effect of each game card is exerted, a performance means for extracting image and / or audio performance data from the card data at a timing when the effect of the game card is exerted; In addition to providing 2. The online mahjong game system according to claim 1, wherein the transmission means transmits to the player terminal image and / or sound effect data based on the effect data extracted by the effect means.

4. The plurality of cards are A plurality of plus cards having a positive effect on existing mahjong rules; A plurality of minus cards having a negative effect on the existing mahjong rules; A plurality of field cards having field effects according to the existing mahjong rules; 2. The online mahjong game system according to claim 1, further comprising:

5. The storage unit stores a plurality of stage data which are background images of a game screen, a stage selection means for displaying a stage selection screen on a display unit of the player terminal before a game is played; The stage selection screen includes: displaying a selection screen on a display unit of the player terminal for selecting one stage from a plurality of stages including the stage with more plus bills, the stage with more minus bills, and a normal mode stage; when any one of the stages is selected by an input unit of the player terminal, a plurality of cards are removed from the large number of cards by the stage selection means in accordance with the selection; the shuffling means shuffles the cards removed by the stage selection means; The card selection means displays the shuffled cards side by side on a display unit of the player terminal, the transmitting means extracts a background image corresponding to the selected stage from the stage data, and transmits the extracted stage data to the player terminal; 5. The online mahjong game system according to claim 4.

6. a billing means for accepting a payment from the player at a predetermined timing in cooperation with the settlement means included in the player data; 2. The online mahjong game system according to claim 1, further comprising:

7. a tournament management means for displaying a tournament participation screen for participating in a tournament on a display unit of said player terminal at a predetermined timing or for a predetermined period of time, and for randomly generating pairs of players to play against each other from among a plurality of players who have declared their participation on said tournament participation screen; having the tournament management means randomly generates pairs of players who have won games to play against each other until a winner is determined; 2. The online mahjong game system according to claim 1, wherein said game progression means stores the results of the tournament as score data in said player data.

8. a game card update means for periodically or irregularly updating the contents of the large number of game cards to update the card data in the memory unit; Equipped with The shuffling means shuffles the updated number of cards; the card selection means displays the updated and shuffled cards on a display unit of the player terminal; the rule modification means modifies existing rules in accordance with the effect of the game card selected by the card selection means; 2. The online mahjong game system according to claim 1, wherein said game progression means progresses the game in accordance with the rules modified by said rule modification means.

Citation Information

Patent Citations

  • Game tool for mahjong

    JP2001224738A