Patent Publication Number: US-2010120528-A1

Title: Game System, Storage Server, Score Server, Game System Control Method, Information Recording Medium, and Program

Description:
TECHNICAL FIELD 
     The present invention relates to a game system, a storage server, a score server, a game system control method, an information recording medium, and a program suitable for saving, to the storage server, game progress status information that includes scores in a game that a player played on a game terminal, as well as for rapidly updating a score ranking when managing the score ranking by the score server. 
     BACKGROUND ART 
     Conventionally, network games generally store game progress status information at a game server and the game progress status information is, if necessary, saved or loaded to suspend or resume the game. The following Patent Literature 1 discloses such game technology.
     Patent Literature 1: Unexamined Japanese Patent Application KOKAI Publication No. 2002-035423.   

     [Patent Literature 1] discloses a game system in which a plurality of players compete by utilizing a game server. The techniques disclosed in the literature are focused on an aspect of competing performance in a game whose players start playing at different time points with a time lag and are not focused on competing performance in a game whose players start playing at approximately the same time points. 
     A score ranking in the network games is only updated, for example, once a day. Thus, even if a player performs well, the result will not be reflected in the ranking instantly and a good result at the certain timing may not even be posted on the ranking since the other players scored better afterwards. 
     DISCLOSURE OF INVENTION 
     Problem to be Solved by the Invention 
     In accordance with this, it is required to update a game ranking in real time as possible so that the players&#39; interest toward the game will be maintained. 
     Further, a technique for distributing a load that is concentrated on a server is required for establishing such a game system. 
     The present invention, being devised in order to solve such problems, has as an object to provide a game system, a storage server, a score server, a game system control method, an information recording medium, and a program suitable for saving game progress status information that includes scores in a game that a player played on a game terminal, as well as for rapidly updating a ranking when managing the ranking by the score server. 
     Means for Solving the Problem 
     To achieve the above object, a game system according to a first aspect of the present invention comprises a plurality of game terminals, a plurality of storage servers, and a score server, and is configured as follows. 
     The score server comprises a threshold memory unit, a ranking memory unit, and a threshold transmission unit. The threshold memory unit stores a threshold of scores. The ranking memory unit stores, from among scores of a game played by players, the scores scoring equal to or above the stored threshold in such a manner that the scores are associated with the identification codes of the players, and stored in the order of scores. The threshold transmission unit transmits the stored threshold of scores to each storage server. 
     The ranking memory unit inserts, when score information is saved, the score information in an appropriate position to be in the order of scores. The ranking memory unit may be a database, a memory in which information is saved in a list, or may be of any other configurations. For example, the ranking memory unit may insert new score information in its correct order. In regard to the present invention, the number of records (score information) will not get too large, so it may be sorted as necessary. More specifically, so long as the sorted result is acquired when scores are extracted from the ranking memory unit, the timing of sorting can be at any time. 
     Meanwhile, each of the storage servers comprises a threshold receiving unit and a threshold storage unit. The threshold receiving unit receives the threshold of scores that is transmitted from the score server, and the threshold storage unit stores the received threshold of scores. More specifically, the threshold is managed by the score server and the storage server uses the threshold prepared by the score server. 
     Moreover, each of the game terminals comprises a progress status information transmission unit. The progress status information transmission unit transmits game progress status information that includes scores in a game that a player played on the game terminal, and the player&#39;s identification code to a storage server that was associated with the player in advance from among the storage servers. That is, each of the game terminals transmits the progress status information to the storage server so as to store the information on the storage server. 
     Further, to save progress status information to a storage server, players normally subscribe to data storage service. In this case, only subscribed players can store progress status information to the storage server or load the progress status information from the storage server. Accordingly, a ranking on the score server is only performed for the subscribed players. 
     Additionally, each of the storage servers further comprises a progress status information receiving unit, a progress status information storage unit, and a score transmission unit. The progress status information receiving unit receives game progress status information and the player identification code transmitted from any of the game terminals. 
     Moreover, the progress status information storage unit, in cases where the received player identification code is associated with the storage server in advance, stores the received game progress status information in association with the received player identification code. Subsequently, the score transmission unit, in cases where a score that is included in the received game progress status information is equal to or above the stored threshold of scores, transmits the score that is included in the game progress status information and the received player identification code to the score server. 
     That is, the storage server stores the player identification code of players who may use the storage server and only a player identified by the player identification code can store progress status information to that storage server. Also, each of the storage servers does not transmit the scores below the threshold to the score server. Therefore, communication traffic can be controlled and access concentration to the score server can be prevented. The score server can manage the highest ranking scores of the entire ranking without keeping the all scores. 
     The score server further comprises a score receiving unit and a ranking insertion unit. The score receiving unit receives scores equal to or above the threshold and the player identification codes that are transmitted from the respective storage servers. The ranking insertion unit adds (inserts) the received scores equal to or above the threshold to the ranking memory unit in association with the received player identification codes. 
     That is, the score server stores only the highest ranking scores that are equal to or above the threshold transmitted from among the storage servers to the ranking memory unit. This limits scores targeted for ranking and makes it possible to execute updating of the ranking rapidly. 
     Moreover, the score server further comprises a threshold update unit and a ranking deletion unit. The threshold update unit acquires, from the scores stored in the ranking memory unit, a score of the predetermined threshold order and stores the acquired score as a new threshold of scores in the threshold memory unit. The ranking deletion unit deletes the stored scores below the threshold from the ranking memory unit. 
     More specifically, the threshold is updated based on the threshold order of score information that is stored to the ranking memory unit and information on scores below the threshold is deleted in the ranking deletion unit. Therefore, the score information that is stored in the ranking memory unit will not keep increasing and will be maintained at a certain level. 
     The threshold update unit may update the threshold at predetermined intervals, the ranking deletion unit may delete the scores at the predetermined intervals, and the threshold transmission unit may transmit the threshold at the predetermined intervals. Alternatively, the threshold update unit may update the threshold every time a score is added to the ranking memory unit, the ranking deletion unit may delete the score every time the threshold is updated, and the threshold transmission unit may transmit the threshold every time the threshold is updated. In other words, the timing of which the threshold update unit updates the threshold can be flexibly changed depending on the application. 
     Each of the game terminals further comprises a ranking request transmission unit. The ranking request transmission unit transmits a ranking request that requests the game ranking information to the score server. Each of the game terminals acquires score information by inquiring for the game ranking information to the score server. 
     The score server further comprises a ranking request receiving unit and a ranking response transmission unit. The ranking request receiving unit receives the ranking request transmitted from each of the game terminals. The ranking response transmission unit transmits, once the ranking request is received, a ranking response that specifies the scores and the player identification codes stored in the ranking memory unit to a game terminal that has transmitted the ranking request. 
     Each of the game terminals further comprises a ranking response receiving unit and a ranking display unit. The ranking response receiving unit receives the ranking response that is transmitted from the score server, and the ranking display unit displays the scores and the player identification codes that the received ranking response specifies, in the order of scores. Here, ranking information that is displayed on the game terminals includes scores that are equal to or greater than the predetermined threshold at that time and in cases where scores that players acquired are below the threshold, the ranking will not be displayed and messages such as ‘unranked’ will be displayed. 
     In the storage server, the score transmission unit further transmits a score distribution table that shows the number of players per a score saved in a progress status information storage unit. Also, in the score server, the score receiving unit further receives score distribution tables transmitted from the respective storage servers. The ranking insertion unit generates a summed score distribution table that shows a summation of the score distribution tables transmitted from the respective storage servers and stores in the ranking memory unit. The ranking response transmission unit transmits a ranking response that further specifies the summed score distribution table stored in the ranking memory unit to a game terminal that has transmitted the ranking request. 
     In the game terminal, the ranking display unit, in cases where a game score included in the latest progress status information is included (or ranked) within scores which the ranking response transmitted from the score server specifies, displays the order of scores based on the scores that are transmitted from the score server. Meanwhile, in cases where a game score included in the latest progress status information is not ranked within scores that the ranking response transmitted from the score server specifies, based on the summed score distribution table that is further specified in the received ranking response, the player&#39;s ranking is estimated and displayed. 
     That is, an exact ranking is displayed for the scores equal to or above the threshold and an approximate estimated ranking is displayed for the scores below the threshold. 
     In the score server, the threshold memory unit further stores a distribution partition number. The threshold transmission unit transmits the distribution partition number along with the threshold to each of the storage servers. Further, in the storage server, the threshold receiving unit receives the threshold and the distribution partition number that is transmitted from the score server. The score distribution table, for each score range obtained by dividing the threshold by a distribution partition number that are transmitted from the score server, is created by adding up the number of players who acquired scores within the score range from among the scores stored in the progress status information storage unit. Further, the summed score distribution table is created by summing, for each score range of the storage server. 
     The summed score distribution table is obtained by adding up the score distribution tables that are created in each storage server for each score range. Therefore, the load will not be concentrated on the score server when the summed score distribution table is generated. 
     Each of the game terminals comprises a read-out request transmission unit and transmits a read-out request that specifies identification code of a player using the game terminal to the storage server associated with the player in advance. 
     Each of the storage servers further comprises a read-out request receiving unit, a progress status information read-out unit, and a read-out response transmission unit. The read-out request receiving unit receives the read-out request that is transmitted from each of the game terminals, the progress status information read-out unit reads out the progress status information stored in the progress status information storage unit associated with the player identification code in cases where the player identification code that is specified in the received read-out request is associated with the storage server in advance, and the read-out response transmission unit transmits a read-out response that specifies the read-out progress status information to a game terminal that has transmitted the read-out request. 
     More specifically, in the storage server, player identification codes of a players who can use the storage server is stored and the storage server provides progress status information only to the player who is identified by those player identification codes. Thus, only a player with the player identification code stored on the storage server can read out the progress status information from the storage server. 
     Each of the game terminals comprises a read-out response receiving unit and a game resuming unit, wherein the read-out response receiving unit receives the read-out response that is transmitted from the storage server that has transmitted the read-out request, and the game resuming unit resumes a game played by the player according to progress status information that is specified in the received read-out response. More specifically, the game terminal can read out the progress status information that is stored in the storage server and can resume the game based on the progress status information. 
     According to the present invention, by introducing a threshold, amount of score information transmitted to the score server from each of the storage servers, in other words, amount of information to be stored to the score server can be controlled. In addition, selecting process of whether a score is equal to or above the threshold or not can be distributed among the storage servers. Furthermore, by updating the threshold, the amount of information to be stored in the score server can be controlled to a certain level. Therefore, when a score ranking is managed by the score server, updating of the ranking can be executed rapidly. 
     The storage server according to the other aspect of the present invention communicates with a plurality of game terminals and a score server, and comprises a threshold receiving unit, a threshold storage unit, a progress status information receiving unit, a progress status information storage unit, and a score transmission unit. 
     The threshold receiving unit receives a threshold of scores transmitted from the score server. The threshold storage unit stores the received threshold of scores. The progress status information receiving unit receives game progress status information transmitted from any of the game terminals, the progress status information including a score in a game that a player played and an identification code of the player. The progress status information storage unit stores, in cases where the received player identification code is associated with the storage server in advance, the received game progress status information in association with the received player identification code. The score transmission unit transmits, in cases where a score that is included in the game progress status information is equal to or above the stored threshold of scores, the score included in the received game progress status information and the received player identification code to the score server. 
     The score server according to the other aspect of the present invention communicates with a plurality of game terminals and a plurality of storage servers, and comprises a threshold memory unit, a threshold transmission unit, a score receiving unit, a ranking memory unit, and a ranking insertion unit. 
     The threshold memory unit stores a threshold of scores. The threshold transmission unit transmits the stored threshold of scores to each of a plurality of storage servers. The score receiving unit receives scores equal to or above the threshold that are transmitted from the respective storage servers, and the player identification codes. The ranking memory unit stores the scores of the game played by the players that are equal to or above the stored threshold in such a manner that the scores are associated with the identification codes of the players, and stored in the order of scores. The ranking insertion unit adds the received score to the ranking memory unit in association with the received player identification code. 
     A game system control method according to the other aspect of the present invention includes steps that control a game system comprising a plurality of game terminals having a progress status information transmission unit; a plurality of storage servers having a threshold receiving unit, a threshold storage unit, a progress status information receiving unit, a progress status information storage unit, and a score transmission unit; and a score server having a ranking memory unit, a threshold memory unit, a threshold transmission unit, a score receiving unit, and a ranking insertion unit. 
     Here, at a threshold memory step, the threshold memory unit stores a threshold of scores. 
     At a ranking memory step, scores equal to or above the stored threshold from the scores of a game that players played are saved to the ranking memory unit in association with the player identification code in the order of scores. 
     At a threshold transmitting step, the threshold transmission unit transmits the stored threshold of scores to each of the storage servers. 
     At a threshold receiving step, the threshold receiving unit receives the threshold of scores transmitted from the score server. 
     At a threshold storing step, the received threshold of scores is stored to the threshold storage unit. 
     At a progress status information transmitting step, the progress status information transmission unit transmits the game progress status information that includes the score of a game that a player played on the game terminal and the player&#39;s identification code to the storage server that is associated with the player from among the storage servers in advance. 
     At a progress status information receiving step, the progress status information receiving unit receives game progress status information and the player identification code transmitted from any of the game terminals. 
     At a progress status information storing step, the received game progress status information is stored to the progress status information storage unit in association with the received player identification code in cases where the received player identification code is associated with the storage server in advance. 
     At a score transmitting step, the score transmission unit transmits the score included in the game progress status information and the received player identification code to the score server in cases where the score included in the received game progress status information is equal to or above the stored threshold of scores. 
     At a score receiving step, the score receiving unit receives scores transmitted from the respective storage servers and the player identification code. 
     At a ranking adding step, the ranking insertion unit adds (inserts) the received scores equal to or above the threshold to the ranking memory unit in association with the received player identification code. 
     An information recording medium according to the other aspect of the present invention stores a program that causes a computer to function as the above game terminal, the above storage server, and the above score server. An information recording medium according to the other aspect of the present invention stores a program that realizes the above game system control method controlling the game terminal, the storage server, and the score server. 
     A program according to the other aspect of the present invention is configured so as to cause a computer to function as the above game terminal, the above storage server, and the above score server. A program according to the other aspect of the present invention configures to perform the above game system control method for controlling the game terminal, the storage server, and the score server. 
     Furthermore, the above program may be recorded on a computer-readable information recording medium, such as a compact disc, a flexible disk, a hard disk, a magneto-optical disk, a digital video disc, magnetic tape, or semiconductor memory. The above program may be distributed and sold independently of the computer whereupon the program is executed via a computer communications network. In addition, the above information recording medium may be distributed and sold independently of the computer. 
     Effect of the Invention 
     According to the present invention, it is possible to provide a game system, a storage server, a score server, a game system control method, an information recording medium, and a program suitable for saving, to a storage server, game progress status information including scores in a game that a player played on a game terminal as well as, rapidly updating a score ranking when the ranking is managed on the score server. 
    
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
       [ FIG. 1 ] A schematic diagram showing the general configuration of a typical game device on which a game terminal and the like according to an embodiment of the present invention are realized. 
       [ FIG. 2 ] An explanatory diagram showing a general configuration of a game system according to an embodiment of the present invention. 
       [ FIG. 3A ] A table showing an exemplary configuration of a progress status information storage unit. 
       [ FIG. 3B ] A table showing an exemplary configuration of a ranking memory unit. 
       [ FIG. 4 ] A schematic diagram showing general configurations of a score server (left), a storage server (center), and a game terminal (right) of the game system. 
       [ FIG. 5 ] A flowchart showing a flow of preprocessing for utilizing the game system. 
       [ FIG. 6 ] A flowchart showing a flow of storage process of progress status information. 
       [ FIG. 7 ] A flowchart showing a flow of score registration process. 
       [ FIG. 8 ] A flowchart showing a flow of threshold update process. 
       [ FIG. 9 ] A flowchart showing a flow of ranking display process. 
       [ FIG. 10 ] A flowchart showing a flow of read-out process of progress status information. 
       [ FIG. 11 ] A flowchart showing a flow of ranking display process according to a second embodiment. 
       [ FIG. 12A ] A diagram for explaining how to develop a summed score distribution table from a score distribution table having the same thresholds and distribution partition numbers. 
       [ FIG. 12B ] A diagram for explaining how to develop a summed score distribution table from a score distribution table having the different thresholds and distribution partition numbers. 
       [ FIG. 13 ] A diagram for explaining a method of estimating a ranking order from a summed score distribution table. 
     
    
    
     EXPLANATION OF REFERENCE NUMERALS 
     
         
           1  game terminal 
           2  storage server 
           3  score server 
           10  Internet 
           11  progress status information transmission unit 
           12  ranking request transmission unit 
           13  ranking response receiving unit 
           14  ranking display unit 
           15  read-out request transmission unit 
           16  read-out response receiving unit 
           17  game resuming unit 
           100  game device 
           101  CPU 
           102  ROM 
           103  RAM 
           104  interface 
           105  controller 
           106  external memory 
           107  image processor 
           108  DVD-ROM drive 
           109  NIC 
           110  audio processing unit 
           201  threshold receiving unit 
           202  threshold storage unit 
           203  progress status information receiving unit 
           204  progress status information storage unit 
           205  score transmission unit 
           206  read-out request receiving unit 
           207  progress status information read-out unit 
           208  read-out response transmission unit 
           301  ranking memory unit 
           302  threshold memory unit 
           303  threshold transmission unit 
           304  score receiving unit 
           305  ranking insertion unit 
           306  threshold update unit 
           307  ranking deletion unit 
           308  ranking request receiving unit 
           309  ranking response transmission unit 
       
    
     BEST MODE FOR CARRYING OUT THE INVENTION 
     Hereinafter, embodiments of the present invention will be described. In order to ease understanding of the following, an embodiment wherein the present invention has been applied to a game device will be described. However, the present invention may be similarly applied to a variety of information processing devices, such as a computer, a PDA, or a mobile phone. In other words, the embodiment described hereinafter is for the sake of explanation, and does not limit the scope of the present invention. Consequently, while it is possible for those skilled in the art to adopt embodiments wherein some or all of the elements herein have been replaced with respective equivalents, such embodiments are also to be included within the scope of the present invention. 
     Embodiment 1 
       FIG. 1  is a schematic diagram showing a general configuration of a typical game device on which a game terminal according to one of embodiments of the present invention is realized. Hereinafter, an embodiment of the present invention will be described with reference to this drawing. 
     A game device  100  is provided with a CPU (Central Processing Unit)  101 , a ROM (Read Only Memory)  102 , a RAM (Random Access Memory)  103 , an interface  104 , a controller  105 , an external memory  106 , an image processor  107 , a DVD (Digital Versatile Disc)-ROM drive  108 , an NIC (Network Interface Card)  109 , and an audio processing unit  110 . 
     By inserting a DVD-ROM storing a program and data for a game into the DVD-ROM drive  108  and powering on the game device  100 , the program is executed, and the game terminal of the present embodiment is realized. 
     The CPU  101  controls the general operation of the game device  100 , and is connected to individual components for exchanging control signals and data. 
     The ROM  102  records an IPL (Initial Program Loader) that is executed immediately after power-on. By the CPU  101  executing the IPL, the program recorded on the DVD-ROM is read into the RAM  103 , and execution of the program by the CPU  101  is commenced. 
     Furthermore, the RAM  102  stores programs and various data for an operating system that is necessary for controlling the overall operation of the game device  100 . 
     The RAM  103  is for temporarily storing data and programs, and stores the program and data read out from the DVD-ROM, as well as data needed for other operations, such as advancing the game or conducting chat communication. 
     The controller  105 , connected via the interface  104 , receives operation input made when a user plays a game. 
     The external memory  106 , being detachably connected via the interface  104 , stores data such as chat logs in a rewritable manner. By issuing command input via the controller  105 , the user can appropriately record such data on the external memory  106 . 
     Recorded on the DVD-ROM loaded into the DVD-ROM drive  108  is, as described above, the program for realizing the game, as well as image data and audio data associated with the game. Under the control of the CPU  101 , the DVD-ROM drive  108  conducts read out process of necessary program and data from the DVD-ROM loaded therein. The information so read out is then temporarily stored in the RAM  103  or similar memory. 
     The image processor  107  processes data read out from the DVD-ROM by using the CPU  101  and an image operation processor (not shown) provided in the image processor  107 , and then records the resulting data in a frame memory (not shown) in the image processor  107 . The image information recorded in the frame memory is then converted into a video signal at a predetermined synchronous timing, and subsequently output to a monitor (not shown) connected to the image processor  107 . Thereby, various types of images are made displayable. 
     The image operation processor is able to execute high-speed transparent operations such as a blending or overlay operation of a two-dimensional images, as well as various saturation arithmetic calculations. 
     In addition, the image operation processor is also able to execute high-speed computations whereby polygon information, being arranged in a virtual three-dimensional space and having various kinds of texture added thereto, is rendered by means of z-buffering, thereby acquiring a rendered image as downwardly seen from a given point of view of the polygons arranged in the virtual three-dimensional space. 
     Furthermore, by means of the CPU  101  and the image operation processor operating in conjunction, it is possible to draw a string of characters as a two-dimensional image in the frame memory or on respective polygon surfaces, according to font information that defines the shapes of the characters. Although the font information herein is recorded in the ROM  102 , exclusive font information recorded on the DVD-ROM can also be used. 
     The NIC  109  serves to connect the game device  100  to the Internet or a similar computer communications network (not shown). The NIC  109  may conform to the 10BASE-T/100BASE-T standard used when forming a LAN (Local Area Network), or alternatively, the NIC  109  may be made up of a modem, such as an analog modem for connecting to the Internet using a telephone circuit, an ISDN (Integrated Services Digital Network) modem, an ADSL (Asymmetric Digital Subscriber Line) modem, or a cable modem for connecting to the Internet using a cable television circuit, as well as an interface (not shown) that interfaces between the CPU  101  and any one of the above modems. 
     The present date and time information may be received by connecting to the SNTP server in the Internet via the NIC  109  to obtain information therefrom. Further, various server devices of network games may be configured to execute functions equivalent to the SNTP server. 
     The audio processing unit  110  converts audio data read out from the DVD-ROM into an analog audio signal, and then causes the audio signal to be output from a speaker (not shown) connected thereto. In addition, under control of the CPU  101 , the audio processing unit  110  also generates sound effects and music data that should be generated as the game progresses, and then causes a speaker to output sounds corresponding thereto. 
     In addition, the game device  100  may also be configured to use a hard disk or similar large-capacity external storage device to perform functions equivalent to components such as the ROM  102 , the RAM  103 , and the DVD-ROM loaded into the DVD-ROM drive  108 . 
     Besides the above, the storage server and score server are realized on general computer, however, a given game device  100  in a group of game devices  100  may be used as the storage server and score server. A general computer is provided with a CPU, RAM, ROM, DVD-ROM drive, and NIC, similar to the game device  100 . Moreover, a general computer is also provided with an image processor having simplified functions compared to that of the game device  100 , and a hard disk as an external storage device. A general computer may also be configured to use storage media such as flexible disks, magneto-optical disks, and magnetic tape. In addition, in a general computer, devices such as a keyboard and mouse are used as input devices, rather than a controller. 
     For a network game, a general computer is often used in place of a game-only device. Therefore, hereinafter, a description will be given with reference to the game device  100  shown in  FIG. 1  for any of the game terminal, and the storage server and score server unless otherwise specified. The components of the game terminal as well as the storage server and score server may be appropriately substituted by the components of a general computer, and thus, those embodiments are encompassed in the scope of the present invention. 
     (General Configuration of the Game System) 
       FIG. 2  is an explanatory diagram showing a general configuration of a game system according to an embodiment of the present invention. Hereinafter, an embodiment of the present invention will be described with reference to this drawing. 
     In the game system, a plurality of game terminals  1 , a plurality of storage servers  2 , and a score server  3  are connected via the Internet  10 . Typically, a player subscribes to a data storage service in advance (hereinafter, a player who has subscribed to a data storage service is called a subscribed player) and progress status information that is obtained from a game that the player played on a game terminal  1  may be stored in a storage server  2 . Here, the progress status information includes information that relates to game progress status such as game scores, phases and scenes, and items possessed at the time when information is stored in the storage server  2 . Further, a subscribed player reads out (loads) the progress status information from the storage sever  2  so as to resume the game from the point where the progress status information is stored. 
     Furthermore, a subscribed player can have access to a score server  3  to obtain a ranking (rank-order information) that shows the ranking of the player&#39;s score acquired by playing on the game terminal  1  out of the entire ranking. However, this game system only executes the ranking (placing in order) when the score is equal to or above the predetermined threshold so as to reduce the load on the score server  3 . 
     Moreover, in order to ease understanding, the present embodiment describes an example of saving/loading game progress status information of any one game type and the ranking thereof. 
     Hereinafter, each configuration of a game terminal  1 , a storage server  2 , and a score server  3  will be described. 
     (General Configuration of the Storage Server) 
     A storage server  2  stores progress status information relating to a game that a subscribed player played, and if required, the storage server  2  reads out the progress status information and provides the information to a game terminal  1 . Further, storage server  2  has a functionality to transmit the score information to a score server  3  in cases where score information included in the progress status information is received from the game terminal  1  and stored, and if the score information is equal to or above the predetermined threshold. A plurality of storage servers  2  exist and a storage server  2  that can be used by each player is determined in advance when a data storage subscription is made. 
     The center section of  FIG. 4  shows a general configuration of the storage server  2 . As shown in  FIG. 4 , the storage server  2  comprises, for example, a threshold receiving unit  201 , a threshold storage unit  202 , a progress status information receiving unit  203 , a progress status information storage unit  204 , a score transmission unit  205 , a read-out request receiving unit  206 , a progress status information read-out unit  207 , and a read-out response transmission unit  208 . Hereinafter, each configuration of a storage server  2  will be described. 
     The progress status information storage unit  204  stores progress status information so that a subscribed player can resume from the point where it is discontinued even the subscribed player has suspended the game. The progress status information storage unit  204 , for example, has a configuration shown in  FIG. 3A  and stores a file consisting of the progress status information such as game scores, phases (a stage and a scene, etc.), and possessed items at the point when the player saved the game with a player identification code that identifies the subscribed player as a key. 
     Further, the progress status information receiving unit  203  receives the progress status information to be stored in the progress status information storage unit  204  from the game terminal  1 . The threshold receiving unit  201  receives the threshold value from the below-mentioned score server  3 . The threshold storage unit  202  stores the threshold that the threshold receiving unit  201  received. The score transmission unit  205  transmits score information to the below-mentioned score server  3  when the threshold storage unit  202  stores the progress status information including scores equal to or above the threshold stored. 
     Further, the read-out request receiving unit  206  receives a read-out request specifying the player identification code that is transmitted from any of the game terminals  1 . The progress status information read-out unit  207  reads out, in response to the read-out request that the read-out request receiving unit  206  received, the progress status information to be stored in association with the player identification code. The read-out response transmission unit  208  transmits the progress status information that is read out by the progress status information read-out unit  207  in response to the read-out request transmitted from any of the game terminals  1 . 
     In the storage server  2 , the CPU  101  functions as the progress status information read-out unit  207 . Also, the CPU  101  operates in cooperation with the NIC  109  to function as the threshold receiving unit  201 , the progress status information receiving unit  203 , the read-out request receiving unit  206 , the read-out response receiving unit  208 , and the score transmission unit  205 . Then, storage device such as an external memory  106  or a hard disk functions as the threshold storage unit  202  and the progress status information storage unit  204 . 
     (General Configuration of the Score Server) 
     A score server  3  illustrated in  FIG. 2  is a server that replies a score ranking equal to or above the predetermined threshold of a game that a player played in response to the request transmitted from any of the game terminals  1 . The score server  3 , as illustrated in left section of  FIG. 4 , comprises, for example, a ranking memory unit  301 , a threshold memory unit  302 , a threshold transmission unit  303 , a score receiving unit  304 , a ranking insertion unit  305 , a threshold update unit  306 , a ranking deletion unit  307 , a ranking request receiving unit  308 , and a ranking response transmission unit  309 . Hereinafter, the each configuration of a score server  3  will be described. 
     The ranking memory unit  301  stores score information equal to or above the predetermined threshold that is transmitted from the storage server  2 . The ranking memory unit  301 , for example, as illustrated in  FIG. 3B , associates the score information and a player identification code, and stores the score information that is acquired by the subscribed player who is identified by the player identification code. The threshold memory unit  302  stores the threshold. The threshold transmission unit  303  transmits the threshold to the storage server  2 . The score receiving unit  304  receives the score information equal to or above the predetermined threshold that is transmitted from the respective storage servers  2 . The ranking insertion unit  305  adds the score information that the score receiving unit  304  received from each of the storage servers  2  to the ranking memory unit  301 . 
     The threshold update unit  306  updates the threshold based on the predetermined threshold order. The ranking deletion unit  307  deletes information of scores below the threshold that is saved in the ranking memory unit  301  upon update of the threshold. The ranking request receiving unit  308  receives a request that asks for the current ranking of the scores that was transmitted from any of the game terminals  1 . Then, the ranking response transmission unit  309  transmits the ranking information stored in the ranking memory unit  301  in response to the ranking request. 
     In the score server  3 , the CPU  101  functions as the ranking insertion unit  305 , the threshold update unit  306 , and the ranking deletion unit  307 . Also, the CPU  101  operates in cooperation with the NIC  109  to function as the threshold transmission unit  303 , the score receiving unit  304 , the ranking request receiving unit  308 , and the ranking response transmission unit  309 . Then, a storage device such as an external memory  106  or a hard disk functions as the ranking memory unit  301  and the threshold memory unit  302 . 
     (General Configuration of the Game Terminal) 
     A game terminal  1  illustrated in  FIG. 2  is a terminal for playing a game. As described above, a subscribed player may store progress status information of the game played on the game terminal  1  to the storage server  2 . Further, the game may be resumed from where it is stored by reading out (loading) the progress status information from the storage server  2 . Moreover, the game terminal  1  may acquire a score ranking (order of rank) by making an inquiry to the score server  3 . The game terminal  1  with such functions, as illustrated in the right section of  FIG. 4 , comprises, for example, a progress status information transmission unit  11 , a ranking request transmission unit  12 , a ranking response receiving unit  13 , a ranking display unit  14 , a read-out request transmission unit  15 , a read-out response receiving unit  16 , and a game resuming unit  17 . Hereinafter, each general configuration of a game terminal  1  will be described. 
     The progress status information transmission unit  11  transmits the progress status information that is desired to be saved to the storage server  2 . The ranking request transmission unit  12  transmits a request that asks for a current order to the score server  3 . The ranking response receiving unit  13  receives a response to the request, or ranking information, from the score server  3 . The ranking display unit  14  displays the received ranking information. The read-out request transmission unit  15  transmits a request for reading out the progress status information that is stored in the storage server  2  to the storage server  2 . The read-out response receiving unit  16  receives the progress status information that the storage server  2  read out in response to the read-out request transmitted by the read-out request transmission unit  15 . The game resuming unit  17  resumes the game based on the read-out progress status information. 
     In the game terminal  1 , the CPU  101  functions as the game resuming unit  17 . Also, the CPU  101  operates in cooperation with the NIC  109  to function as the progress status information transmission unit  11 , the ranking request transmission unit  12 , the ranking response receiving unit  13 , the read-out request transmission unit  15 , and the read-out response receiving unit  16 . Then, an image processor  107  functions as the ranking display unit  14 . 
     In regards to a game system comprising a game terminal  1 , a storage server  2 , and a score server  3  having the above-mentioned configurations, preprocessing that includes a data storage subscription for a player to save game progress status information to the storage server  2  or load the progress status information from the storage server  2 , a data storage process that saves the progress status information of the game that the player played to the storage server  2 , a score registration process in which the storage server  2  registers scores equal to or above the threshold to the score server  3 , a threshold updating process in which the score server  3  updates the threshold, a ranking display process that displays a ranking order in the game terminal  1 , and a progress status read-out process that reads out the progress status information will be described hereinafter. 
     (Preprocessing) 
     Typically, a player signs a data storage service contract with an operator of a game system in advance and then, initializes the setting so as to store the progress status information to the storage server  2  or obtain the ranking. Hereinafter, such preprocessing will be described in reference to  FIG. 5 . 
     For an application for the data storage contract, a player transmits personal information such as a player identification code that identifies the player and a PIN number to the operator of the game system (step S 11 ). For pursuing this application procedure, an application form may be filled in and submitted by mail, or from a dedicated website where the player can input necessary information. Other methods may be taken. When the application is accepted (step S 12 ), the operator determines one storage server as available for the player from among a plurality of storage servers  2  (step S 13 ). Then, the player identification code and the PIN number of the player are associated with each other and registered to a storage device such as a hard disk of the determined storage server  2  as a subscribed player (step S 14 ). Further, the player is notified, by an email or a mail, a server identification code (such as IP address) of the storage server  2  that is available to the player (step S 15 ). 
     On the other hand, after receiving the notification (step S 16 ), the player operates the controller  105  to input an instruction to store the player identification code, the PIN number, and the server identification code of the storage server  2  that was notified to a storage device such as an external memory  106  or a hard disk of the game terminal  1  (step S 17 ). Afterwards, in cases where the player stores the progress status information, the game terminal  1  transmits the progress status information to the storage server  2  that is identified by the server identification code. 
     (Storage Process of Progress Status Information) 
     Next, storage process of progress status information will be described in reference to  FIG. 6 . The storage process of progress status information starts after a player operates the controller  105  to input an instruction for storing (saving) the game progress status information including scores of the game that the player played on the game terminal  1 . 
     Once the storage process of progress status information starts, the progress status information transmission unit  11  transmits the progress status information including the player identification code, the PIN number, and the score to the storage server  2  (step S 101 ). At the storage server  2 , once the progress status information receiving unit  203  receives such information (step S 102 ), the storage server  2  determines whether or not the player identified by the received player identification code belongs to the subscribed player who is registered to the storage server  2  (step S 103 ). In other words, the CPU  101  of the storage server  2  determines whether the received player identification code is registered as a subscribed player in its own storage device and the PIN number that is stored in association with the player identification code matches up with the received PIN number. When the PIN number matches to the received PIN number, the player is considered as a subscribed player. 
     In cases where the player is determined as the subscribed player who is registered in its own storage device (step S 103 ; Yes), the storage server  2  stores the received progress status information in association with the player identification code to the progress status information storage unit  204  (step S 105 ). Then, a message indicating the success of the storage process is transmitted to the game terminal  1 . In cases where the player is determined as not being the subscribed player (step S 103 ; No), a message notifying that the player is not registered in its own (the storage process has failed) is transmitted to the game terminal  1  (step S 104 ). 
     On the other hand, the game terminal  1  displays the result of the storage process (success or not) to a monitor via the image processor  107 , and in cases where the storage process failed, a message that encourages to check the server identification code of a destination server will also be displayed (step S 107 ). In this manner, the progress status information of the same subscribed player is always stored in the same storage server  2 . 
     When a score stored in step S 105  is equal to or above the threshold stored in the threshold storage unit  202  (step S 106 ; Yes), the storage server  2  starts a score registration process. If not, (step S 106 ; No), the storage process of progress status information is terminated. 
     (Score Registration Process) 
     In cases where the score stored in step S 105  is equal to or above the threshold that is stored in the threshold storage unit  202  (step  5106 ; Yes), the storage server  2  starts the process of registration of the score to the score server  3 . As shown in  FIG. 7 , in the score registration process, first, the score transmission unit  205  transmits a player identification code and score information to the score server  3  (step S 111 ). The score server  3  receives such information in the score receiving unit  304  (step S 112 ). Subsequently, the ranking insertion unit  305  associates the received player identification code and the score, and adds (inserts) the associated code and score to the ranking memory unit  301  (step S 113 ). The addition is performed at an appropriate location so that the score information will be arranged in the order of scores. Alternatively, in the embodiment, because the record (score information) that is stored in the ranking memory unit  301  will not get large in amount, scores may be sorted accordingly after the addition. The point is, sorting may be performed at any timing as long as the sorted score information is acquired when scores are extracted from the ranking memory unit  301 . 
     As mentioned above, the ranking memory unit  301  only stores scores equal to or above the threshold so that the amount of information stored in the ranking memory unit  301  will not keep expanding and the amount of information will be controlled. Thus, the score server  3  can rapidly reflect the scores that are transmitted from the storage servers  2  to the ranking. Further, the details regarding the threshold including, for example, a method for determining the threshold will be described in the following threshold setting process. 
     (Threshold Setting Process) 
     The game system, only when scores equal to or above the predetermined threshold is acquired, registers the scores to the ranking memory unit  301 . If scores are continuously added to the ranking memory unit  301 , the amount of stored information grows large and the ranking information cannot be provided rapidly. Therefore, the threshold update unit  306  updates the threshold at a predetermined timing. The predetermined timing may be, for example, periodic or every time a new score is added to the ranking memory unit  301 . For a certain time period after the ranking is started, it is expected that scores will be updated frequently. Thus, possibly the threshold may be updated every time the score is added to the ranking memory unit  301 . Then, after a certain level of score information is stored, the period between updates may be extended such as once a day or every second day. In this manner, timing of updating the threshold by the threshold update unit  306  may be altered flexibly in response to the situation. 
       FIG. 8  shows threshold updating process. The threshold update unit  306  first determines the threshold according to the predetermined order of threshold (step S 201 ). For example, if the predetermined order of threshold is specified to be 100th, and the ranking memory unit is in the initial state, a score ranking in the 100th place from the top will be 0. On the other hand, after a certain amount of scores have been stored in the ranking memory unit  301  and, for example, if the score ranking in the 100th place from the top is 2000 points, the threshold will be 2000 points. 
     Once the threshold is determined, a threshold transmission unit  303  of the score server  3  transmits the threshold to all storage servers  2  (step S 202 ). Then, a threshold receiving unit  201  of each storage server  2  receives the threshold (step S 203 ) and a threshold storage unit  202  stores the received threshold (step S 204 ). The storage server  2 , by referring to the threshold stored in the threshold storage unit  202  in this manner, will determine what scores or higher it should transmit to the score server  3 . 
     When the threshold update unit  306  of the score server  3  updates the threshold, scores below the threshold will remain in the ranking memory unit  301 . Therefore, every time the threshold is updated, a ranking deletion unit  307  deletes the scores below the threshold from the ranking memory unit  301  (step S 205 ). In this manner, only the scores equal to or above the predetermined threshold are saved in the ranking memory unit  301  at any time. 
     (Ranking Display Process) 
     Referring to  FIG. 9 , ranking display process will be described. After finishing the storage process of the progress status information, the game terminal  1  displays a screen where a user can select whether or not to display the ranking. A player operates the controller  105  and inputs an instruction to display the ranking on the screen so that the ranking display process starts. 
     After the ranking display process starts, a ranking request transmission unit  12  of the game terminal  1  transmits a ranking request to the score server  3  asking for the present ranking (step S 301 ). When a ranking request receiving unit  308  of the score server  3  receives the ranking request (step S 302 ), a ranking response transmission unit  309  transmits a ranking response that indicates the scores and the player identification code stored in the ranking memory unit to the game terminal  1  of the source of the ranking request after steps S 111  to S 113  (step  303 ). 
     At the game terminal  1  that has transmitted the ranking request, a ranking response receiving unit  13  receives the ranking response that is transmitted from the score server  3  (step S 304 ), a ranking display unit  14  associates the score and the player identification code that are specified in the received ranking response, and displays the ranking in its order of the scores appended with the ranking number (step S 305 ). In this way, the entire ranking of the scores equal to or greater than the predetermined threshold is displayed in association with the player identification code. 
     Here, in cases where a score of play content sent along with the ranking request is included in the scores displayed at step S 205 , the ranking display unit  14  highlights the score such as by blinking it on and off. Otherwise, a message such as “you are unranked” will be displayed along with the ranking. 
     Moreover, after the storage server  2  finishes storing progress status information, it may issue, to the game terminal  1 , the sender of the progress status information, a notice to notify whether the score was below the threshold. Then, in cases where the score is below the threshold, the ranking display unit  14  in the game terminal  1  will not display the ranking but will instead display the message, “you are unranked” so that process of the game terminal  1  for requesting a ranking information to the score server  3  can be omitted, reducing the load of the scores server  3 . 
     (Read-Out Process of Progress Status Information) 
     Finally, a read-out process of progress status information will be described in reference to  FIG. 10 . A player operates the controller  105 , inputs an instruction to read out the game progress status information that includes the previously played game&#39;s score, and thereby the read-out process of the progress status information begins. 
     Once the read-out process of the progress status information begins, the read-out request transmission unit  15  in the game terminal  1  transmits a read-out request by specifying the player identification code and the PIN number to the storage server  2  (step S 401 ). At the storage server  2 , when the read-out request receiving unit  206  receives this information (step S 402 ), in the same order described at step S 103 , it is determined whether or not a player identified by the received player identification code is a subscribed player who is registered to own storage server  2  (step S 403 ). That is, it is determined whether the received player identification code is registered as a subscribed player to the memory device of the storage server  2  and the PIN number stored in association with the player identification code matches the received PIN number. 
     When the storage server  2  determines that a player identified by the received player identification code as the subscribed player registered at its own storage device (step S 403 ; Yes), the progress status information read-out unit  207  reads out the progress status information stored in the progress status information storage unit  204  in association with the received player identification code (step S 404 ), and the read-out response transmission unit  208  transmits the read-out response that specified the read out information to the source game terminal  1  of the read-out request (step S 405 ). When the storage server  2  determines the player identified by the received player identification code as not being the subscribed player (step S 403 ; No), empty information is specified in a read-out response and transmitted to the source game terminal  1  of the read-out request (step S 404 ′). 
     The read-out response unit  16  of the source game terminal  1  of the read-out request receives the read-out response and in cases where the received information is not empty (step S 406 ; read success), the game resuming unit  17  stores the progress status information that is specified in the read-out response to the RAM  103  and the game continues from where the progress status information is stored (step S 407 ). In cases where the received information is empty (step S 406 ; read failure), the game terminal  1  terminates the read-out process. Further, when the read-out process fails, the game terminal  1 , along with a message that tells the failure, may display on the monitor a message to encourage confirmation of identification code of the storage server where the data is read out via the image processor  107 . 
     As described above, the read-out process of the progress status information terminates. 
     Second Embodiment 
     In the above-described embodiment, in cases where a score that a player acquired is not included in the scores that are specified in the ranking response, in other words, when the player&#39;s score is not in higher order of the ranking, the players could not know their own rankings. The present embodiment will explain an example of displaying ranking by a certain level of estimation even when scores are below the threshold. 
     The present embodiment has the same configuration as the first embodiment shown in  FIG. 4 . However, the score transmission unit  205 , the score receiving unit  304 , the threshold update unit  306 , the threshold memory unit  302 , the threshold transmission unit  303 , the threshold receiving unit  201 , the threshold storage unit  202 , the ranking insertion unit  305 , the ranking response transmission unit  309 , the ranking response receiving unit  13 , and the ranking display unit  14  further comprise the below-described functions in addition to the functions shown in the first embodiment. Hereinafter, such new functions of general configuration will be described. 
     The score transmission unit  205  transmits scores as well as a score distribution table to the score server  3 . Then, the score receiving unit  304  receives the scores as well as the score distribution table from the storage server  2  and the ranking memory unit  301  stores the received score distribution table. The threshold update unit  306  updates the threshold as well as a distribution partition number. The threshold memory unit  302  stores the threshold as well as the distribution partition number. The threshold transmission unit  303  transmits the threshold as well as the distribution partition number that is stored in the threshold memory unit  302  to the storage server  2 . The threshold receiving unit  201  receives the threshold as well as the distribution partition number from the score server  3  and the threshold storage unit  202  stores those. The ranking insertion unit  305  stores the scores transmitted from the storage server  2  to the ranking memory unit  301  as well as produces a summed score distribution table that shows a summation of the score distribution tables that were transmitted from a plurality of storage servers  2  at that time and stores them to the ranking memory unit  301 . 
     The ranking response transmission unit  309  transmits the scores that were stored in the ranking memory unit  301  as well as the ranking response, by specifying the summed score distribution table that is produced by the ranking insertion unit  305 , to the game terminal  1 . The ranking response receiving unit  13  receives score information within the ranking memory unit  301  as well as the summed score distribution table from the score server  3 . The ranking display unit  14  displays a ranking when the score acquired by the player is ranked within the scores specified in the ranking response and if not, an estimated ranking will be displayed. 
     A ranking display process in a game system comprising a game terminal  1 , a storage server  2 , and a score server  3  having the above configurations will be described. Further, players, as described in the first embodiment, is assumed to have already performed preprocessing, storage process of progress status information, score registration process, and threshold setting process. 
     (Producing Score Distribution Table) 
     A score distribution table is produced by the CPU  101  of the storage server  2  in the following procedure. First, the CPU  101  of the storage server  2  acquires the threshold and the distribution partition number that are stored in the threshold storage unit  202 . Then, the threshold is divided by the distribution partition number to acquire a score range. If the threshold is P and the distribution partition number is M, M number of score ranges of 0 to P/M−1, P/M to 2P/M−1, . . . , (M−1)P/M to P−1, having widths of P/M is acquired. For example, if the threshold is 1000 points and the distribution partition number is 4, the score range will be 0 to 249, 250 to 499, 500 to 749, and 750 to 999. 
     The CPU  101  of the storage server  2  generates, for every score range, a score distribution table by summing the number of people stored in the progress status information storage unit  204  that scored in the same score range. Then, the score transmission unit  205  transmits the score distribution table to the score server  3 . The score receiving unit  304  separately stores the score distribution tables that were received from each of the plurality of storage servers  2  to the ranking memory unit  301 . 
     Moreover, the timing in which the storage server  2  creates a score distribution table and transmits the score distribution table to the score server  3  may be periodical, may be at any given point in time when a load of the storage server  2  is light, or may be at any other time. In regards to the present embodiment, at least once a day at any given time when a load of the storage server  2  is light, a score distribution table is produced and transmitted to the score server  3 , but the timing is not limited to this. 
     (Creation of Summed Score Distribution Table) 
     A ranking insertion unit  305  creates a summed score distribution table by acquiring the number of people having scored in each score range from each score distribution table transmitted from the respective storage servers  2 , and by summing the acquired number of people for every score range.  FIG. 12A  shows an exemplary summed score distribution table that was created based on a score distribution table of the storage server  2   a  shown in the shaded regions and a score distribution table of the storage server  2   b  shown in the plain regions. 
     In the present embodiment, at least once a day, the score distribution tables are created any time when a load is light and are transmitted to the score server  3 ; thus, some storage servers  2  may transmit the score distribution tables at a much later timing than the others. In considering such cases, the ranking memory unit  301  stores the score distribution tables that were previously transmitted from each storage server  2  at all times and overwrites the score distribution table when a new score distribution table is transmitted. By this, the ranking memory unit  301  stores the score distribution tables that are transmitted from all the storage servers  2  at any given time. The ranking insertion unit  305  generates a summed score distribution table according to these score distribution tables. 
     However, in this case, as shown in  FIG. 12A , since every score distribution table does not always have the same threshold and the same distribution partition number, the score distribution tables cannot simply be summed. Therefore, when the score distribution tables contain different thresholds and distribution partition numbers, the summed score distribution table is obtained by adjusting to a score distribution table with new threshold and distribution partition number and apportioning the other score distribution tables. 
     For example, the upper section of  FIG. 12B  shows a score distribution table that is created based on the last threshold and distribution partition number transmitted from the storage server  2   b,  and the lower section of  FIG. 12B  shows a new score distribution table transmitted from the storage server  2   a.  Here, the score distribution table transmitted from the storage server  2   b  is apportioned by adjusting to the score distribution table of the storage server  2   a  (sections shown in dashed lines) to obtain the sum for each score range of the score distribution table of the storage server  2   a.    
     (Ranking Display Process) 
     A flow of a ranking display process according to the summed score distribution table that is created as above is described in view of  FIG. 11 . As in the first embodiment, for example, when the storing process of the progress status information finishes, the game terminal  1  displays a screen where a user can select whether or not to display the ranking. Then, a player operates the controller  105  to input an instruction to display a score ranking that is included in the stored latest progress status information and the ranking display process will commence. 
     After the ranking display process commences, the ranking request transmission unit  12  of the game terminal  1  transmits a ranking request that requests the present ranking to the score server  3  (step S 501 ). When the ranking request receiving unit  308  of the score server  3  receives the ranking request (step S 502 ), the CPU  101  of the score server  3  determines whether or not a summed score distribution table is created based on the latest score distribution tables that are transmitted from each of a plurality of storage servers  2  stored in the ranking memory unit  301  at the present (step S 503 ). 
     The summed score distribution table is generated, basically, when the ranking request is transmitted from the game terminal  1 , according to the score distribution tables that are transmitted from each of the plurality of storage servers  2  at that time. However, the summed score distribution table will not change unless a score distribution table is newly transmitted from the storage server  2 . Thus, the summed score distribution table is not generated at every ranking request, but only when a score distribution table is newly transmitted from the storage server  2  after the previous summed score distribution table has been developed (that is when the summed score distribution table is not generated based on the latest score distribution tables that are currently stored in the ranking memory unit  301 ) (step S 503 ; No), a summed score distribution table is newly generated and stored in the ranking memory unit  301  (step S 504 ). When a summed score distribution table is created with the latest score distribution tables (step S 503 ; Yes), the processing continues directly to step S 505 . 
     Whether a summed score distribution table is generated based on the latest score distribution tables that have been transmitted from each of the plurality of storage servers  2  currently stored in the ranking memory unit  301 , is determined, for example, by storing to the storage device the number of score distribution tables that are transmitted so far and the number of score distribution tables that were transmitted at the time the latest summed score distribution table was created, and comparing these two numbers. In cases where these two numbers are the same, the summed score distribution table is determined as created from the latest score distribution tables. 
     Next, after steps S 111  to S 113  are performed, the ranking response transmission unit  309  transmits the scores that are stored in the ranking memory unit  301 , along with player identification codes associated with the scores, and the ranking response that specifies a summed score distribution table to the source game terminal  1  of the ranking request (step  505 ). 
     At the game terminal  1  that has transmitted the ranking request, the ranking response receiving unit  13  receives the ranking response that is transmitted from the score server  3  (step S 506 ). Subsequently, the CPU  101  of the game terminal  1  determines whether or not the score, included in the latest progress status information, and acquired by the player, is included in the scores that are specified in the ranking response transmitted from the score server  3  (step S 507 ). In cases where the player&#39;s score is included (step  5507 ; Yes), the score that the player acquired is a high ranking score equal to or above the threshold at that time. Thus the ranking display unit  14 , as in the first embodiment, associates the scores specified in the ranking response and the player identification code, give ranking numbers in the order of the scores and display (step S 508 ). 
     On the other hand, in cases where the score which the player acquired is not included in the scores that are specified in the ranking response transmitted from the score server  3  (step  5507 ; No), the CPU  101  of the game terminal  1  will acquire the summed score distribution table specified in the ranking response to estimate the player&#39;s score based on the summed score distribution table (step S 509 ). 
     Suppose, for example, the case as shown in  FIG. 13 , where in the summed score distribution table, the number of people in the score range  1  is A, the number of people in the score range  2  is B, and the number of people in the score range  3  is C; a threshold is P, a distribution partition number is M, a player&#39;s score is S, and an upper limit of the score range  3  is L. The number of players who acquired the score equal to or above S is estimated as A+B+(C*(L−S)/(P/M), and thus, the number of individuals is the estimated ranking of the player. That is, conceptually, by calculating the area shown in slashes shown in  FIG. 13 , the ranking of the scores acquired by the players is estimated. Finally, the ranking display unit  14  displays the acquired estimated ranking (step S 510 ). 
     (Distribution Partition Number Update) 
     A distribution partition number is, at the store server  3 , determined by the threshold update unit  306  and transmitted to the storage server  2  by the threshold transmission unit  303 . A possible method of deciding the distribution partition number may be, for example, determining the distribution partition number for each score range to include the comparable number of individuals at any given time based on the threshold and the most newly generated summed score distribution table. Alternatively, many distribution partition numbers may be employed to perform an estimation of the ranking below the threshold with higher accuracy. Further, in order to reduce the burden of creating the score distribution table and summed score distribution table, and the estimating process of the ranking in the game terminal  1 , the distribution partition number may be decreased. 
     In either case, with the present embodiments, the distribution partition number can flexibly be modified according to the status on the score server  3 . Moreover, the threshold update unit  306  updates the distribution partition number along with the update timing of the threshold in the first embodiment and when the distribution partition number is updated, the threshold transmission unit  303  transmits the distribution partition number to the storage server  2  along with the transmitting timing of the threshold. 
     The embodiments of the present invention are described above, although, for implementing the present invention, various modifications and applications of the modes are possible and the present invention is not limited to the above-described embodiments. 
     For example, in the foregoing embodiments, the processing to perform the ranking of one given game was described. However, for example, the progress status information storage unit can simultaneously store a plurality of game progress status information, so long as it is possible to include the game identification code that identifies the game played to the progress status information, and store in association with the player identification code. More specifically, as in the typical memory card that is not of exclusive use for individual games, the progress status information storage unit can store the progress status information. At this time, the score server provides a ranking memory unit and a threshold memory unit for each type of game. 
     On the other hand, the storage server holds different threshold storage units for each type of game. In cases where the progress status information transmission unit of the game terminal transmits the progress status information to the storage server, it is only necessary to transmit it along with the game identification code that identifies the game that was played. The score transmission unit of the storage server only needs to transmit scores so long as the score that is included in the transmitted progress status information is equal to or above the threshold stored in the threshold storage unit associated with the game identification code. The score server receiving the scores stores the scores in the ranking memory unit that is associated with the game identification code. This enables acquiring the ranking for each type of game. 
     When a game is loaded, the read-out request transmission unit of the game terminal may specify game identification code along with such as player identification code, and the read-out request transmission unit of the game terminal may transmit the read-out request to the storage server. Then, the progress status information read-out unit may read out the progress status information that is stored in association with the specified game identification code and the player identification code. 
     The present application claims priority rights based on Japanese Patent Application No. 2007-087705, the entire contents of which are incorporated herein by reference.