Game apparatus, program, and recording medium
By controlling the game mode by detecting the cost paid by the player in the gaming device, and providing game cards or not providing game cards, the shortcomings of different player needs are addressed, and the fun and appeal of the game are enhanced.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2022-10-21
- Publication Date
- 2026-04-10
AI Technical Summary
Existing gaming devices cannot meet the diverse needs and objectives of different players, resulting in insufficient enjoyment.
A gaming device is provided that controls game modes by detecting the cost paid by players, including a first game and a second game. The first game provides game cards, while the second game does not provide game cards but allows for battles, thus meeting the needs of different players.
It enhances the game's fun factor, satisfying the needs of players who want to compete and those who want to acquire game cards, thus increasing the game's diversity and appeal.
Smart Images

Figure CN115671710B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to a game device, a program, and a recording medium. BACKGROUND
[0002] A game device that provides a player with an article such as a game card corresponding to a game element used in a game after the game is performed is known (for example, Patent Literature 1). With such a game device, the player can not only enjoy the fun of the game but also have the fun of acquiring and collecting the article such as the game card and the like, and thus can repeatedly play the game without feeling bored.
[0003] PRIOR ART DOCUMENTS
[0004] PATENT LITERATURE
[0005] Patent Literature 1: Japanese Patent Application Publication No. 2017-189276 SUMMARY
[0006] PROBLEMS TO BE SOLVED BY THE INVENTION
[0007] However, the purposes of players who play the game differ from each other. For example, there are players who aim at a battle in the game and players who aim at acquisition and collection of the article such as the game card and the like other than the battle. Thus, providing a game that can satisfy different purposes of players in one game provides the players with a game that is high in interest.
[0008] Therefore, an object of the present application is to provide a game device and a program that provide a game that is high in interest.
[0009] SOLUTION TO PROBLEM
[0010] One embodiment of the present application is a game device including: a providing unit that provides an article corresponding to a game element; a first game execution control unit that controls to enable execution of a first game including a battle using the game element and provision of the article from the providing unit, on condition that payment of a first cost is detected; and a second game execution control unit that controls to enable execution of a second game including a battle using the game element, without provision of the article, on condition that payment of a second cost is detected after the payment of the first cost is detected.
[0011] One embodiment of the present application is a program for causing a computer to execute: first game execution control processing of controlling so as to be able to execute a first game including a battle using a game element and provision of an article corresponding to the game element from a provision unit that provides the article, in association with detection of payment of a first cost; and second game execution control processing of controlling so as to be able to execute a second game including a battle using the game element, without the provision of the article, in association with detection of payment of a second cost after detection of the payment of the first cost.
[0012] Effects of Invention
[0013] The present application can provide a game that is interesting for a player. BRIEF DESCRIPTION OF DRAWINGS
[0014] Figure 1 is a diagram that schematically shows a game system according to an embodiment of the present application.
[0015] Figure 2 is a diagram showing an example of the appearance of a game device 1 according to the present embodiment.
[0016] Figure 3 is a diagram for explaining an outline of a game executed by the game device 1 according to the present embodiment.
[0017] Figure 4 is a block diagram showing a functional structure of the game device 1 according to the present embodiment.
[0018] Figure 5 is a diagram showing an example of a game element database 190.
[0019] Figure 6 is a block diagram showing a functional structure of the game server 2 according to the present embodiment.
[0020] Figure 7 is a diagram showing an example of a player database 210.
[0021] Figure 8 is a flowchart of the operation of the game device 1.
[0022] Figure 9 is an example of a continuation game selection screen.
[0023] Figure 10 is a diagram showing an example of a game end screen.
[0024] Figure 11 is a flowchart of the operation of the first game processing (step 102).
[0025] Figure 12 is a diagram showing an example of a main menu screen.
[0026] Figure 13 This is an example of a screen showing the game results.
[0027] Figure 14 This is a flowchart of the action of providing processing for the game card (step 207).
[0028] Figure 15 This is an example of a game card providing a visual representation.
[0029] Figure 16 This is a flowchart of the second game processing (step 107) action.
[0030] Figure 17 This is a diagram illustrating a series of games in the second embodiment.
[0031] Figure 18 This is a flowchart of the actions of the first game processing (step 102) in the second embodiment.
[0032] Figure 19 This is the flowchart for the special battle handling (step 500).
[0033] Figure 20 This image shows an example of a special battle selection screen.
[0034] Figure 21 This is a diagram illustrating the outline of a game executed by the game device 1 according to the third embodiment.
[0035] Figure 22 This is a flowchart of the actions of the first game processing (step 102) in the third embodiment.
[0036] Figure 23 This is a flowchart of the continuous provision of game cards (step 600).
[0037] Figure 24 This is an example of providing a continuous display of images. Detailed Implementation
[0038] <First Embodiment of the Invention>
[0039] [Overall Structure]
[0040] Figure 1 This is a diagram illustrating an example of the overall structure of the game system in this embodiment. (See diagram for example.) Figure 1 As shown, the game system is configured to include a game server 2 and one or more game devices 1. The game device 1 and the game server 2 can be connected to the communication line N and can communicate with each other.
[0041] Communication line N refers to a communication path capable of data communication. That is, communication line N includes dedicated lines (dedicated cables) for direct connection, LANs based on Ethernet (registered trademark), etc., as well as communication networks such as telephone communication networks, cable networks, and the Internet. Communication methods can be either wired or wireless.
[0042] Game device 1 is the device that executes the game and can connect to communication line N to communicate with game server 2. Game device 1 can be, for example, a commercial game device (arcade game device), a smartphone, a mobile phone, a portable game device, a fixed home game device, a personal computer, a tablet computer, or a controller for a fixed home game device. Basically, there are multiple game devices 1, each operated by a different player.
[0043] Figure 2 This is an example diagram showing the appearance of the game device 1. (As shown) Figure 2 As shown, the game device 1 includes: a display panel 11 that displays game-related images; an operation touch panel 12 that is integrated with the display panel 11; an operation button 13; a first reading unit 14 that acquires information related to the player; a second reading unit 15 that is configured to configure items and read information from the configured items; an input port 16 for inserting coins; and an output port 17 for discharging items.
[0044] Game server 2 is a server system comprising one or more server devices, storage devices, etc. Game server 2 can provide various services for operating the game of this embodiment, and manage the data required for operating the game, execute the game program required for the game on game device 1, distribute data, etc.
[0045] In this embodiment, the system structure is configured to enable player-versus-player matches using multiple gaming devices 1 via the game server 2 and communication line N. These player-versus-player matches include not only matches against other players but also matches against computer-based non-player characters.
[0046] The following description illustrates an embodiment of the invention applied to a gaming device configured to execute a series of games (battle games) including competitive matches. However, the invention can be applied to any device capable of executing games (battle games).
[0047] [Game Overview]
[0048] To facilitate understanding of this embodiment, a summary of the game executed by the game device 1 will be provided.
[0049] In the game according to the present embodiment, a plurality of game elements appear. The game elements are characters (person, vehicle, item, etc.). Further, the game elements are classified into game elements that have a corresponding relationship with items and game elements that do not have a corresponding relationship with items.
[0050] The game elements that have a corresponding relationship with items play a major role in the battle game, are indispensable game elements for the battle race, and are game elements that make the battle race itself possible only if they exist. Further, the game elements that have a corresponding relationship with items have various character information (level, life, attack power, defense power, terrain suitability, usable weapon, etc.), and can also be said to be game elements that become the main operation objects of the players in the battle race.
[0051] Further, the game elements that have a corresponding relationship with items exist in a plurality of categories according to differences in the various character information, and among the plurality of categories, a particular category (for example, a category that has character information that enables the battle race to progress favorably) has a particular value due to its rarity. Therefore, in order to satisfy the possession desire of the players, it is preferable to provide the players with game elements that are materialized (correspond) to items that are physical objects, which are not virtual but have a physicality that the players can recognize in reality. As an example of an item that has a physicality, for example, a game card that is an item that has a physical volume (real item) is given. Further, the item is not limited to a game card, and as long as the item is configured to be able to determine the game element to which the item corresponds, the item is not limited to a game card. The item can also be a figurine or the like that has the appearance of a game element.
[0052] In the present embodiment, it is assumed that the items that correspond to the plurality of game elements that appear in the game provided by the game device 1 are all game cards that are physical objects. Further, according to the category of the game element, the game card is assumed to have a common card and a rare card. The rare card is a game card that corresponds to a game element that has a higher game value or has character information that enables the battle race to progress favorably, compared to a game element that corresponds to a common card.
[0053] As for which game element the game card corresponds to, the identification information (game element ID) for determining the game element attached to the game card can be acquired by the reading unit described later to determine. As for attaching the identification information (game element ID) to the game card, for example, a one-dimensional code or a multi-dimensional code obtained by transforming the identification information for determining the game element can be attached to the game card by printing or the like, or other means such as a tag for near field communication (NFC: Near Field Communication) or an IC chip included in the game card can be used.
[0054] On the other hand, game elements that do not correspond to items are not necessarily essential for battles, but they possess character information (level, experience points, etc.) that influences other game elements or players. For example, game elements that do not correspond to items, such as items, are secondary game elements that influence the progress of battles by providing character information to other game elements or player information. Therefore, such game elements do not necessarily need to be materialized as physical objects that players can recognize in reality; they can be provided to players as non-physical information (data). However, this does not preclude the possibility of these game elements being materialized as items, but rather that they can also be materialized and provided as items.
[0055] Next, an overview of the series of games will be provided.
[0056] like Figure 3 As shown, the game executed by the game device 1 includes a first game executed on the condition that a payment of a first cost is detected, and a second game executed on the condition that a payment of a second cost is detected after the payment of the first cost is detected. The flow of the first game and the second game will be described below.
[0057] (1) First Game
[0058] The first game executed by the game device 1 begins upon the detection of payment of a first cost as the price of the game. The first game includes both battles using game cards and the provision of game cards (items).
[0059] (1-1) Obtaining Player Information
[0060] The game device 1 acquires information about the player using the game device 1 (hereinafter sometimes referred to as player information). For example, the game device 1 acquires the player's identification information from a recording medium (e.g., a player card) containing the player's identification information via a first reading unit 14, and communicates with the game server 2 to acquire the player information managed by the game server 2. The player information is updated according to the progress of the game.
[0061] (1-2) Main menu presentation
[0062] The game device 1 displays the main menu on the display panel 11 and presents it to the player. The game device 1 handles the player's selections by operating the touch panel 12. Among the options presented in the main menu are, for example, "Execute Battle" and "Abandon Battle". When "Execute Battle" is selected, the battle process begins. Here, "Abandon Battle" means that the player abandons the battle without executing it. When "Abandon Battle" is selected, the battle is skipped (abandoned) and not executed.
[0063] The option "execute battle" is for a player who wants to battle, and the option "give up battle" is for a player who does not want to battle and aims at acquisition of the game card described later.
[0064] (1-3) Battle
[0065] The game device 1 executes a battle using game elements. Further, the battle can also include a plurality of sub battles, but in the present embodiment, the battle to which a correspondence with the payment of the first cost is established is described as a first battle. The game element used in the battle (including a main battle or a sub battle) is a character (a person, a vehicle, etc.), and a correspondence with an article as a physical object is established. In the present embodiment, the article is a game card. In the game card, identification information (game element ID) for identifying the corresponding game element is attached.
[0066] Before the first battle, the respective game element IDs are read from a set of game cards disposed by the players on the second reading section 15 by the second reading section 15, and a set of game elements corresponding to the read set of game element IDs is registered as game elements that can be used in the battle. When a battle race is played, the registered set of game elements takes a battle action in a prescribed game field to progress the battle. At this time, the battle race is controlled based on operation input to the registered game elements and character information (parameters) of the game elements. Then, when the victory or defeat between the players is decided, the battle ends.
[0067] (1-4) Provision of game card (article)
[0068] In the game device 1, in addition to being able to play the first battle, a game card (an article corresponding to a game element) is provided to the players for the payment of the first cost of the game. After the first battle ends, or in the case where the first battle ends when the "give up battle" is selected in the main menu and the battle race is skipped, the game device 1 ejects the game card (article) from the ejection port 17 to provide it to the players. The will of the players to acquire the game card is considered to be high immediately after the battle ends. On the other hand, there are also players who do not battle for the purpose of acquiring the game card. Therefore, in order to satisfy both the players who want to play the battle race and the players who do not want to play the battle race for the purpose of acquiring the game card, the game card is provided at a timing after the battle ends.
[0069] (1-5) Display of game result
[0070] The game device 1 displays the game result. The displayed information is, for example, the result of playing the first match, the updated player, the level of the game element, and the like, based on the result of playing the first match. Further, in the case where the player selects "give up the match", that is, gives up the first match, display of the intention to give up the match is performed. By this display, the game device 1 ends the first game corresponding to the first cost.
[0071] (2) Second game
[0072] (2-1) Display of the continuation game selection screen
[0073] The game device 1 displays the continuation game selection screen in which the intention to perform the second game is displayed, for a prescribed time (for example, 30 seconds), after the display screen of the game result, on the condition that the payment of the second cost is detected after the payment of the first cost.
[0074] The second game performed by the game device 1 is a game performed on the condition that the payment of the second cost is detected within a prescribed time after the end of the first game. The prescribed time after the end of the first game is, for example, the period during which the continuation game selection screen is displayed. The second game is a game in which the provision of the game card (item) is not performed and only the match using the game card is performed, unlike the first game. Further, the second cost is set to a lower amount than the first cost. For example, the second cost is an amount that is half of the first cost. This is because the second game is a game in which the provision of the game card (item) is not performed and only the match using the game card is performed. Thus, it is possible to provide a game that is in accordance with the player's expectation and in which the match is the main purpose.
[0075] (2-2) Match
[0076] The game device 1 performs a match using the game element. Further, the match can include a plurality of matches, but in the present embodiment, the match in which the correspondence with the payment of the second cost is established is described as the second match.
[0077] The game element used in the second match (including the main match or the sub-match) is a character (a person, a vehicle, and the like) like the first match, and the correspondence with the game card as a physical object is established. Before the second match, the respective game element IDs are read from the set of game cards arranged by the player on the second reading unit 15 by the second reading unit 15, and a set of game elements corresponding to the read set of game element IDs is registered as the game elements that can be used in the match. Further, regarding the registration of the game elements used in the second match, it can be configured so as not to newly register the game elements and directly use the game elements registered in the first match.
[0078] When the second battle game is played, the registered set of game elements takes battle actions in the prescribed game field to progress the second battle. At this time, the second battle game is controlled based on operation input performed on the registered game elements and character information (parameters) of the game elements. Then, when the winner is decided among the players, the second battle ends.
[0079] (2-3) Display of game result
[0080] The game device 1 displays the result of the second battle. The displayed information is, for example, the result of playing the second battle game, the ranks of the players, game elements, and the like updated according to the result of playing the second battle game.
[0081] (2-4) Display of continuation game selection screen
[0082] The game device 1 displays, after the display screen displaying the result of the second battle, a continuation game selection screen indicating the intention to execute the second game for a prescribed time (for example, 30 seconds) on the condition of payment of a further second cost. The game device 1 ends the first second game in which the second cost is associated according to the display. The second game can be played repeatedly. Although the number of times the second game can be played can not be limited, the number of times is preferably limited to a prescribed number of times (for example, four times) or less in order to avoid the game device 1 being monopolized by one player. Furthermore, the number of times can be set for each game device 1.
[0083] Next, the structure of each device will be described.
[0084] [Structure of game device 1]
[0085] Figure 4 is a block diagram showing an example of the functional structure of the game device 1.
[0086] The game device 1 has a processing section 20, a display section 21, an operation input section 22, a user information reading section 23, a game card reading section 24, a cost detecting section 25, a sound output section 26, a first game card providing section 27, a second game card providing section 28, a communication section 29, a storage section 30, a first reading section 14, and a second reading section 15.
[0087] The processing section 20 comprehensively controls the actions of the game device 1 based on programs, data, input signals from the user information reading section 23, the game card reading section 24, the operation input section 22, and the like saved in the storage section 30. The functions of the processing section 20 can be realized by, for example, a microprocessor such as a CPU, a GPU, an ASIC, an IC memory, or the like. The processing section 20 has a first game execution control section 61 and a second game execution control section 62 as main functional sections. These sections will be described later.
[0088] Display unit 21 displays various game scenes based on image signals output from processing unit 20. The functions of display unit 21 can be achieved, for example, through display devices such as LCD flat panel displays, projectors, and head-mounted displays. Figure 2 In this context, display panel 11 corresponds to this.
[0089] The operation input unit 22 is used by the player to input various game-related operations, and outputs the corresponding operation input signal to the processing unit 20. The functions of the operation input unit 22 can, of course, be implemented using components that the player can directly operate with their fingers, such as a touch panel, touch control panel, home button, push-button switch, joystick, or trackball; or they can be implemented using components that detect motion and posture, such as accelerometers, angular velocity sensors, tilt sensors, or magnetometers. Figure 2 In this context, the touch panel 12 and the operation button 13 correspond to this.
[0090] The user information reading unit 23 controls a reader (first reading unit 14) for reading a recording medium containing player identification information (player ID) to obtain the player ID from the recording medium. In this embodiment, the recording medium containing the player ID is a tag, IC chip, or the like embedded in the game card. The first reading unit 14 and the user information reading unit 23 constitute a player ID acquisition unit for obtaining the player ID from the player card.
[0091] The game card reading unit 24 controls a reader (second reading unit 15) for reading game cards owned by the player to obtain identification information (game element ID) of game elements appearing in the game from the game cards. For example, if a one-dimensional or multi-dimensional code obtained by encoding the game element ID is printed on the game card, the code is read to obtain the game element ID. Alternatively, if a short-range communication tag or IC chip containing the game element ID is included within the game card, the game element ID is obtained from the tag or IC chip. The second reading unit 15 and the game card reading unit 24 constitute a game element ID acquisition unit for obtaining game element IDs from game cards.
[0092] The cost detection section 25 detects whether or not payment of a cost has been made in the game device 1. For example, it can be determined that payment of a cost has been made by detecting that a coin or the like of a prescribed amount has been inserted into the insertion slot 16 provided in the game device 1, or that a settlement process based on communication with a chip relating to prescribed electronic money has been completed, or the like. The game device 1 of the present embodiment is described as starting a series of processes relating to a game including a battle based on payment of a cost relating to the game. Note that the payment of a cost can also be detected after the start of the series of processes relating to the game.
[0093] The sound output section 26 is a speaker or the like for outputting sound relating to a game, such as an effect sound, based on a sound signal output from the processing section 20.
[0094] The first game card supply section 27 and the second game card supply section 28 are each composed of a card dispenser configured to supply the game cards housed in the housing section one by one. The game device 1 of the present embodiment has two card dispensers (the first game card supply section 27 and the second game card supply section 28) inside the housing of the game device 1, and the control of which of the game card supply sections to supply from is performed by the first game execution control section 61. One card dispenser has a housing section configured to house game cards in a manner in which the game cards are stacked in the vertical direction, and has a mechanism that delivers one game card that is held in the lowermost layer in response to a supply command issued by the first game execution control section 61. The game card that is delivered is guided to a space into which the player can reach via the take-out slot 17 to be supplied to the player.
[0095] As described above, the game cards supplied by the game device 1 of the present embodiment correspond to game elements, and by using them when playing a game, the game elements can be brought into the game. The game is controlled to progress in accordance with the character information of the game elements that have been brought into the game, and the more advantageous the character information is that makes the game progress, the higher the value of the game element in the game. Therefore, in the present embodiment, the game cards are classified into two categories in accordance with the value of the corresponding game elements in the game.
[0096] The game device 1 of the present embodiment is configured to be able to separately provide game cards of each category. Specifically, the first game card providing section 27 and the second game card providing section 28 are configured to house game cards of different categories in the housing sections, and based on a providing command issued by the first game execution control section 61, the first game card providing section 27 or the second game card providing section 28 is driven, whereby a game card of a specific category can be provided. Thus, the game cards are delivered to a setting store or the like of the game device 1 by category (first category (common card) and second category (rare card)), and when replenishing the game cards, it is operated in a manner that the bundled game cards of the first category (common card) are housed in the housing section of the first game card providing section 27, and the bundled game cards of the second category (rare card) are housed in the housing section of the second game card providing section 28. Also, the game device 1 of the present embodiment is configured to provide common cards when the first game card providing section 27 is driven, and to provide rare cards when the second game card providing section 28 is driven.
[0097] The communication section 29 is a communication interface with an external device. The communication section 29 is able to connect with an external device via a communication line N (whether wired or wireless), and is able to perform transmission and reception of data. The communication section 29, for example, transforms information input as a transmission target into data of a prescribed form, and transmits to an external device such as the game server 2 via the communication line N. Also, the communication section 29, for example, receives information from an external device via the communication line N.
[0098] The storage section 30 is, for example, a nonvolatile memory, an HDD, or the like, and is a recording device able to hold data. The storage section 30 stores, in addition to the action programs of each section possessed by the game device 1, information of parameters necessary in the action of each section, various graphic data used in the game executed by the game device 1, and the like.
[0099] The game element database 190 (game element DB 190) is held in the storage section 30. The game element DB 190 is a database for managing information (game element information) on each game element that appears in the game. In the game device 1 of the present embodiment, the player acquires information by disposing a game card at the second reading section 15 when playing the game, whereby the game element corresponding to the game card can appear in the game.
[0100] The game element information managed for one game element is, for example, Figure 5As shown, the drawing information 192 containing graphic data and the like used in picture generation when the game element appears in the game, and the character information 193 describing, in addition to the name, attributes, and the like of the game element, experience values, levels (element levels), and the like, and effects and the like activated by using the game element, are contained in association with the game element ID 191 for uniquely identifying the game element. The character information 193 is information referred to in the game in which the game element appears, and participates in the progress control of the game.
[0101] Further, in the present embodiment, it is described that the graphic data, the character information, and the like are saved in the game element DB 190, and the game element information contains these data, but the implementation of the present application is not limited thereto. Information indicating the saving place of the data of each information can be contained in the game element information.
[0102] Next, the first game execution control section 61 and the second game execution control section 62, which are main functional sections of the processing section 20, will be described.
[0103] The first game execution control section 61 executes the first game on the condition that the payment of the first cost is detected. When the cost detection section 25 detects the payment of the first cost, the first game execution control section 61 transmits the player identification information acquired by the first reading section 14 and the user information reading section 23 to the game server 2, receives the player information managed by the game server 2, and stores it in the storage section 30. Further, in the case of a new player, the game device 1 communicates with the game server 2 to perform the registration of the player information.
[0104] The first game execution control section 61, after acquiring the player information, displays the main menu to the display section 21, and accepts the selection input by the player. The options presented in the main menu contain, for example, "execute battle" and "give up battle". When "execute battle" is selected, the first game execution control section 61 executes the battle processing. In the battle processing, first, the first game execution control section 61 accepts the registration of the game card used by the player in the first battle. Thereafter, the first game execution control section 61 executes the battle race with another player or a non-player character as the battle opponent through communication with the game server 2.
[0105] When the battle of the player ends, the first game execution control section 61 controls the first game card providing section 27 or the second game card providing section 28 to perform a process for providing a game card to the player. When the battle ends or the battle is abandoned, the first game execution control section 61 starts a lottery process for selecting one of the first game card providing section 27 and the second game card providing section 28, and notifies the selected card providing section of a providing command. The lottery is performed by using a lottery with a probability. For example, at the time of the lottery, the first game card providing section 27 is selected at a ratio of 0.8, the second game card providing section 28 is selected at a ratio of 0.2, and the like. That is, as for the game card provided after the battle ends, a common card is provided at a ratio of 0.8, and a rare card is provided at a ratio of 0.2. In addition, the first game execution control section 61 can select only the first game card providing section 27. This is to increase the value of the rare card. However, the above example is an example, and the providing ratio of the first game card providing section 27 providing the first category game card (common card) and the providing ratio of the second game card providing section 28 providing the second category game card (rare card) can be other values.
[0106] When the provision of the game card is completed, the first game execution control section 61 performs a process of displaying a game result. The displayed game result includes, for example, the result of the first battle, an evaluation of the player, experience values of game elements, update of a level, and the like. The first game execution control section 61 communicates with the game server 2 at a prescribed timing in the game to acquire information relating to the game result. When the display of the game result ends, the first game execution control section 61 performs a notification of the end of the first game to the second game execution control section 62.
[0107] The second game execution control section 62 displays a continuation game selection screen in which the intention to execute the second game is displayed, on the condition that the second cost is paid, when the end notification of the first game is received from the first game execution control section 61, for a prescribed time (for example, 30 seconds).
[0108] The second game execution control section 62 ends the process without executing the second game and displays a game end screen when the cost detection section 25 does not detect the payment of the second cost within the prescribed time (for example, 30 seconds). This is because the second game performs only the second battle, and whether to execute the second game depends on the selection of the player. Thus, it is also possible to take care of the player who does not want to perform the battle.
[0109] On the other hand, when the second cost payment is detected by the cost detection section 25 within a prescribed time (for example, 30 seconds), the second game execution control section 62 receives the updated player identification information in the first game from the game server 2 and stores it in the storage section 30. Then, the second game execution control section 62 executes the battle processing. In the battle processing, first, the second game execution control section 62 accepts the registration of the game cards used by the player in the second battle. After that, the second game execution control section 62 executes the battle race with other players or non-player characters as the battle opponents through communication with the game server 2. Also, as for the registration of the game elements used in the second battle, it can be configured not to newly register the game elements but to directly use the game elements registered in the first battle.
[0110] When the battle of the player ends, the second game execution control section 62 performs the processing of displaying the game result. The displayed game result contains, for example, the result of the second battle, the evaluation of the player, the experience value of the game elements, the update of the level, and the like. The second game execution control section 62 communicates with the game server 2 at a prescribed timing in the game to acquire the information related to the game result.
[0111] When the display of the game result ends, the second game execution control section 62 displays the continue game selection screen again for a prescribed time (for example, 30 seconds). This is because the second game can be repeated. However, in order to avoid the occupation of the game apparatus 1 by one player, the executable number of times is set in advance in the second game execution control section 62, and when the number of times of execution of the second game reaches the executable number of times, the second game execution control section 62 does not display the continue game selection screen but displays the second game end screen.
[0112] [Structure of game server 2]
[0113] Figure 6 is a block diagram showing an example of the functional structure of the game server 2. The game server 2 is provided with a processing section 200, a communication section 220, and a recording section 240.
[0114] The processing section 200 is, for example, a CPU that controls the actions of the respective blocks possessed by the game server 2. Specifically, the processing section 200 controls the actions of the respective blocks, for example, by expanding and executing the action programs of the respective blocks recorded in the recording section 240 in the memory after reading out the action programs. The processing section 200 is provided with a matching processing section 201 and a management section 202 as the main functional sections.
[0115] The matching processing section 201 performs matching processing for a match game (player match) between players provided in the game system of the present embodiment. Through the matching processing, a session is set for two game devices 1, for example, that have transmitted matching requests at the same time, among the game devices 1 that are connected to the game server 2, and is changed to a state in which information communication related to the match game is possible.
[0116] The management section 202 manages an evaluation of a player related to a game based on the game play content of a game that has been played in the game device 1. More specifically, the management section 202 performs an evaluation of a player based on the game play content each time a game is played, and generates or updates player information related to a player described later based on the evaluation result.
[0117] The recording section 240 is, for example, a nonvolatile memory, an HDD, or the like that can hold data. The recording section 240 stores, in addition to the action programs of each block possessed by the game server 2, information such as parameters necessary in the actions of each block. In addition, the recording section 240 stores the player database 210 (player DB 211).
[0118] The player DB 210 is a database that manages information (player information) indicating the use status related to a game corresponding to each user (player) for providing a game play experience using the game device 1 in the game system of the present embodiment. The player information is information for managing the use history record of the game play function for each player, and various game elements that the player can use. The player information is sequentially updated according to the game play result of a game played on the basis of a player card used in the game device 1, and the player information is provided to the game device 1 when the player card is used again. Thereby, in the game device 1, it is possible to provide a game play in a state that reflects the status of a game played previously.
[0119] In the present embodiment, the player information can be, for example Figure 7 as shown in the drawing, contain progress status information 212 indicating the progress status of a game played by the player, possession information 213 indicating game elements possessed by the player and usable in a game, reinforcement status information 214 indicating the reinforcement status of each game element usable by the player, and provision information 215 indicating game elements that can be provided to the player, in association with a player ID 211 for identifying the player.
[0120] Here, the progress status information 212 can contain evaluation information that evaluates the game play status of the player, in addition to progress information indicating which stage in a prescribed scenario the progress has reached, and battle result information indicating the battle result of a match game, and the like.
[0121] The possession information 213 is configured by sequentially adding identification information of game elements possessed by the player.
[0122] The reinforcement status information 214 can be configured to manage, in association with the game element ID 191 of a game element for which reinforcement has been performed (changed from the initial state), experience points, character information such as an element level, and the like as indexes indicating parameters that have changed due to reinforcement. With regard to the reinforcement status information 214, in the present embodiment, the update of the content is performed when the game result of the game performed in the game device 1 is obtained, but for example, the update can be performed based on information obtained by the cultivation result obtained by using the function related to cultivation in the game device 1.
[0123] The provision information 215 is used to record identification information of game elements that can be provided to the player. The provision information 215 can also be updated when the game result of the game performed in the game device 1 is obtained, when notification of the player's abandonment of the battle is obtained, and the like.
[0124] The communication section 220 is a communication interface with an external device. The communication section 220 can be connected to an external device via a communication line N (whether wired or wireless) and can perform transmission and reception of data. The communication section 220, for example, converts information input as a transmission target into data in a prescribed form and transmits it to an external device such as the game device 1 via the communication line N. In addition, the communication section 220, for example, receives information from an external device via the communication line N.
[0125] [Action of Game Device 1]
[0126] Using Figure 8 a flowchart, the action of the game device 1 will be described. In the following description, the first cost will be assumed to be 200 yen, and the second cost will be assumed to be half the amount of the first cost, that is, 100 yen.
[0127] The cost detection section 25 performs a detection process of the first cost (200 yen) (step 100). The player, at the start of the game, inserts a coin or the like equivalent to 200 yen as the first cost for executing the game into the insertion slot 16 possessed by the game device 1. When the cost detection section 25 detects the first cost (200 yen) (step 101), the first game execution control section 61 starts a first game process (step 102). In addition, the details of the first game process (step 102) will be described later.
[0128] When the first game ends, the second game execution control section 62 displays a continuation game selection screen within a prescribed time (for example, 30 seconds) (step 103). Figure 9is an example of the continue game selection screen. In Figure 9 In the continue game selection screen, the selection of executing the second game is displayed, and the fact that the second game requires the second cost (100 yen) for each execution is displayed.
[0129] When the execution of the second game is selected by the player (step 104), the second game execution control section 62 displays the end screen (step 110). Figure 10 is a drawing showing an example of the end screen. The series of games of the game device 1 ends with the display of the end screen.
[0130] When the execution of the second game is selected by the player (step 104), the cost detection section 25 performs the detection process of the second cost (100 yen) (step 105). When the second cost (100 yen) is detected by the cost detection section 25 (step 106), the second game execution control section 62 starts the second game process (step 107). Further, the details of the second game process (step 107) are described later.
[0131] On the other hand, in the case where the second cost (100 yen) is not detected by the cost detection section 25 (step 106), the second game execution control section 62 displays the end screen (step 110). The series of games of the game device 1 ends with the display of the end screen.
[0132] When the second game ends once, the second game execution control section 62 determines whether the number of times of execution of the second game reaches the executable number of times (step 108). The determination of whether the executable number of times is reached is determined based on the count value of the counter Cl described later. In the case where the number of times of execution of the second game does not reach the executable number of times (step 109), it returns to step 103, and the continue game selection screen is displayed (step 103). On the other hand, in the case where the number of times of execution of the second game reaches the executable number of times, the second game execution control section 62 displays the end screen (step 110). The series of games of the game device 1 ends with the display of the end screen.
[0133] The above describes the overall operation of the game device 1.
[0134] Next, the operation of the first game process (step 102) is described. Figure 11 is a flowchart of the operation of the first game process (step 102).
[0135] When the first cost is detected by the cost detection section 25, a reading process of the player card is executed (step 200). The player touches the first reading section 14 (reader) of the game device 1 with the player card. The first reading section 14 reads the player ID 211 from the player card of the player, and the user information reading section 23 receives and acquires the player information (progress status information 212, possession information 213, reinforcement status information 214, provision information 215, etc.) associated with the player ID 211 from the game server 2 by transmitting the player ID 211 read from the player card of the player by the first reading section 14 to the game server 2 (step 201).
[0136] The first game execution control section 61 displays a main menu (step 202). Figure 12 Fig. 6 is a diagram showing an example of a main menu screen. In the main menu screen of Fig. 6, "execute battle", "give up battle", and the like are displayed in a selectable manner. Figure 12
[0137] The player selects a desired option from the displayed main menu. The first game execution control section 61 judges the option selected from the main menu (step 203).
[0138] When "execute battle" is selected, the first game execution control section 61 accepts the registration of the game card used by the player in the first battle (step 205). When the registration of the game element corresponding to the game card used by the player in the first battle is completed, the first game execution control section 61 executes a battle process between the players (step 206). Then, when the winner is decided, the first battle ends, and a game card provision process is entered (step 207). On the other hand, when the player does not want to battle and selects "give up battle" in the main menu, the first game execution control section 61 notifies the game server 2 of the fact that the battle is given up by communication (step 204). Then, the game card provision process is entered (step 207). Further, the details of the game card provision process (step 207) are described later.
[0139] The first game execution control section 61 displays the game result when the game card provision process ends (step 208). Figure 13 Fig. 7 is a diagram showing an example of a game result screen. Further, in the case where the battle is given up, a screen showing the intention of giving up the battle is displayed.
[0140] Finally, the first game execution control section 61 notifies the second game execution control section 62 of the end of the first game (step 209).
[0141] The above describes the operation of ending the first game process (step 102).
[0142] Next, the action of the game card providing process (step 207) will be described. Figure 14 is a flowchart of the action of the game card providing process (step 207).
[0143] The first game execution control section 61 determines whether the first battle is over or the first battle is abandoned (step 300), and in the case where the first battle is over or the first battle is abandoned (step 301), performs a lottery process for selecting the game card providing section (step 302). In the lottery process, a lottery is performed with a prescribed probability so that the ordinary card or the rare card is provided in the prescribed provision ratio described above.
[0144] The first game execution control section 61 selects one of the first game card providing section 27 and the second game card providing section 28 based on the result of the lottery (step 303), and notifies the selected card providing section of a provision command (step 304). The first game card providing section 27 or the second game card providing section 28 notified of the provision command discharges one game card from the takeout port 17. Then, the first game execution control section 61 displays the game card providing screen (step 305). Figure 15 is a diagram showing an example of the game card providing screen.
[0145] The description of the action of the game card providing process (step 207) ends as described above.
[0146] Since the execution of the battle and the abandonment of the battle are set in the first game, it is possible to provide a game that satisfies both the player who wants to acquire the game card and perform the battle and the player who does not want to perform the battle and wants to acquire the game card only.
[0147] Next, the action of the second game process (step 107) will be described. Figure 16 is a flowchart of the action of the second game process (step 107).
[0148] When the second game starts, the second game execution control section 62 accepts the registration of the game card used by the player in the second battle (step 400). When the registration of the game element corresponding to the game card used by the player in the second battle is completed, the second game execution control section 62 performs the battle process between the players (step 401). Then, when the winner is decided, the second battle ends, and the second game execution control section 62 displays the game result (step 402). The game result screen is the same as Figure 13 Finally, in order to count the number of executions of the second game, the counter Cl that counts the number of executions of the second game is incremented by 1 (step 403).
[0149] The game of the first embodiment is provided with a first game that is executed in exchange for payment of a first cost, including a battle using game cards (items) and provision of game cards (items), and a second game that is executed in exchange for payment of a second cost at the end of the first game, without provision of game cards (items) and only with a battle using game cards. Thus, a game that satisfies both players who wish to have a battle and acquire game cards (items) and players who only wish to have a battle can be provided. In particular, the game of the first embodiment is suitable for players who wish to have a plurality of battles. Also, the game of the first embodiment is configured so that the first battle of the first game can be abandoned (skipped), and thus is a game that can satisfy players who only wish to acquire game cards (items).
[0150] <Second Embodiment of the Invention>
[0151] The second embodiment of the invention will be described.
[0152] The second embodiment is characterized in that a special battle that is different from the first battle is provided in the first game. The special battle occurs when a game card is provided after the first battle and a lottery is drawn. Also, it is characterized that the game card is provided after the special battle. Figure 17 is a diagram for explaining a series of game play in the second embodiment.
[0153] As Figure 17 shown in the second embodiment, after a game card corresponding to a first cost is provided, a lottery for a special battle is performed, and when the lottery is drawn, the player can acquire the right to execute the special battle in exchange for payment of a third cost. Also, the player can receive provision of a game card after the special battle.
[0154] Figure 18 is a flowchart of the actions of the first game processing (step 102) in the second embodiment. As Figure 18 shown, the game device 1 performs a special battle processing (step 500) after the game card provision processing (step 207). The special battle processing (step 500) will be described using Figure 19 the flowchart. In addition, the other processing is the same as the first embodiment, and thus detailed description will be omitted.
[0155] When the provision of a game card after the first battle is completed (step 501), the first game execution control section 61 starts a lottery processing (step 502). In the lottery processing, whether or not a special battle occurs is drawn using a prescribed probability.
[0156] The first game execution control section 61 ends the special battle processing and proceeds to Step 208 in the case where the special battle does not occur (Step 503).
[0157] On the other hand, the first game execution control section 61 displays a special battle execution selection screen in the case where the special battle occurs (Step 503) (Step 504), and determines the content selected by the player (Step 505). Figure 20 FIG. 7 is a diagram showing an example of the special battle execution selection screen. In the special battle execution selection screen of FIG. 7, the following contents are displayed: the special battle can be executed; the third cost is required to execute the special battle; and the rare card can be acquired after the special battle. Figure 20
[0158] In the case where the player does not select the execution of the special battle (Step 505), the first game execution control section 61 ends the special battle processing and proceeds to Step 208. On the other hand, in the case where the player selects the execution of the special battle (Step 505), the first game execution control section 61 performs detection of the payment of the third cost by the cost detection section 25 (Step 506). Here, the third cost is the same amount as the first cost. For example, the third cost is 200 yen, which is the same amount as the first cost. This is because, although the special battle is performed during the game play of the first game, the fact that the special battle and the game card are provided to the player is equivalent to the provision of the first battle and the game card obtained by the payment of the first cost.
[0159] In the case where the payment of the third cost is not detected (Step 506), the first game execution control section 61 ends the special battle processing and proceeds to Step 208. On the other hand, in the case where the payment of the third cost is detected (Step 506), the first game execution control section 61 executes the special battle (Step 507). Further, the special battle can be performed between the players as with the first battle, or can be a battle between a non-player character (so-called boss character) having a special ability.
[0160] When the special battle ends, the first game execution control section 61 notifies the second game card providing section 28 of a providing command (Step 508). Thereby, the second game card providing section 28 discharges one game card from the discharge port 17. The game card discharged from the second game card providing section 28 is a rare card. This is because the special battle occurs by the lottery draw, and thus has the same value as the drawn rare card. Then, the first game execution control section 61 ends the special battle processing and proceeds to Step 208. The subsequent processing is the same as in the first embodiment.
[0161] The second embodiment further provides a special battle in the first game and provides a combination of game cards (rare cards) by drawing and paying a third cost, thereby enabling the player to have a chance to play a battle tournament and acquire a game card of high value. Further, regarding the special battle described in the second embodiment, it is possible to implement even if the second game is not provided and only the first game is provided.
[0162] <Third Embodiment of the Invention>
[0163] The third embodiment of the present invention will be described. Figure 21 is a diagram for explaining an outline of a game executed by the game device 1 involved in the third embodiment.
[0164] The first game of the first embodiment provides one game card for the payment of a first cost. The third embodiment further provides a game card (article) in accordance with the player's desire, as shown in Figure 21 addition to the one game card, on the condition of the payment of a further fourth cost. This is because the further provision of a game card (article) after the battle is a timing at which the player further makes up for a weak point after receiving the result of the battle or wants a game card of higher value. Also, even in the case where the player does not play a battle tournament but aims to acquire a game card, it is beneficial for such a player if the player can acquire a game card consecutively after acquiring a game card by the payment of a first cost.
[0165] The game device 1 accepts a selection operation by the player as to whether or not the player desires the further provision of a game card. In the case where an operation indicating the desire for the further provision of a game card is performed, the game device 1 requests the player to pay a fourth cost. The game device 1 provides the player with one game card by discharging the game card from the discharge port 17 on the condition that the payment of the fourth cost is detected. The fourth cost is an amount lower than the first cost. For example, the fourth cost is 100 yen lower than the first cost. This is because, as a consideration for the first cost, the player is given the right to play the first battle and the right to acquire one game card, but as a consideration for the fourth cost, the player is given only the right to acquire one game card.
[0166] The provision of a further game card can be repeated a predetermined number of times. Hereinafter, the act of repeatedly providing a game card like this will be described as the consecutive provision of a game card. For example, after providing a game card for the payment of a fourth cost once, the player is caused to select whether or not the player desires the provision of a game card, and in the case where the player desires the provision of a game card, one game card is further provided on the condition of the payment of a further fourth cost. In the case where the player does not desire the further provision of a game card or in the case where the number of times of the consecutive provision of a game card reaches a predetermined number of times, the consecutive provision of a game card is ended.
[0167] Figure 22 is a flowchart of actions of the first game processing (step 102) in the third embodiment. As shown in Figure 22 , the game device 1, after displaying the game result (step 208), performs game card continuous provision processing (step 600).
[0168] The game card continuous provision processing (step 600) is explained using a flowchart of Figure 23 . Further, other processing is the same as in the first embodiment or the second embodiment, and thus detailed explanation is omitted.
[0169] When the display of the game result screen ends, the first game execution control section 61 displays an input screen (continuous provision screen) that accepts a selection input by the player as to whether or not to accept further provision of game cards (step 601). Figure 24 is a drawing showing an example of the continuous provision screen. Figure 24 The continuous provision screen of is a screen for selecting continuous provision of game cards, and displays the meaning that the fourth cost needs to be paid for each provision of a game card.
[0170] The first game execution control section 61 judges the option selected by the player (step 602), and when selection of the meaning of accepting further provision of game cards is made and payment of the fourth cost is detected by the cost detection section 25 (step 603), performs lottery processing (step 604). The lottery processing is lottery for selecting one of the first game card provision section 27 and the second game card provision section 28. The lottery is the same as the lottery for the game card provision of the first cost in that lottery is performed by using probability, but the proportions of the provision categories of game cards are different.
[0171] For example, the first game card providing section 27 is selected at a ratio of 0.2, the second game card providing section 28 is selected at a ratio of 0.8, and the like. That is, the main purpose of the player who performs the continuous provision of the game card is to acquire the game card having a high game value, and the provision ratio of the rare card is set to be high in order to meet this purpose. Further, the provision ratio can be changed according to the number of times of purchase of the game card. For example, in a case where the number of times of continuous provision is set to four, in a case where the game card is provided for the first time, the first game card providing section 27 is selected at a ratio of 0.8, the second game card providing section 28 is selected at a ratio of 0.2, in a case where the game card is provided for the second time, the first game card providing section 27 is selected at a ratio of 0.5, the second game card providing section 28 is selected at a ratio of 0.5, in a case where the game card is provided for the third time, the first game card providing section 27 is selected at a ratio of 0.2, the second game card providing section 28 is selected at a ratio of 0.8, and in a case where the game card is provided for the fourth time, the first game card providing section 27 is selected at a ratio of 0, the second game card providing section 28 is selected at a ratio of 1. That is, the more the number of times of provision of the game card increases, the more the provision ratio of the rare card increases, and in a case where the number of times of continuous provision is reached (fourth time in this example), the rare card is always provided. Further, in a case where the game card is continuously provided, the second game card providing section 28 can be selected all the time. However, the above example is an example, and the provision ratio of the provision category can be other values.
[0172] The first game execution control section 61 selects one of the first game card providing section 27 and the second game card providing section 28 based on the result of the lottery (step 605), and notifies the selected card providing section of the provision command (step 606). The first game card providing section 27 or the second game card providing section 28 which is notified of the provision command discharges one game card from the discharge port 17.
[0173] The first game execution control section 61 increments the counter C2 (initial value = 0) which counts the number of times of provision of the game card (step 607), and determines whether the counter C2 has reached the number of times of continuous provision (for example, four times or the like) (step 608).
[0174] In a case where the counter C2 has not reached the number of times of continuous provision, the first game execution control section 61 returns to step 601, displays the continuous provision screen, and continues the processing from step 602 onward.
[0175] On the other hand, in a case where the selection of the intention not to acquire the game card is performed, the fourth price is not detected, or the counter C2 has reached the number of times of continuous provision, the first game execution control section 61 ends the game card continuous provision processing.
[0176] The above describes the action of the game card continuous provision process.
[0177] The third embodiment sets an opportunity to acquire only a game card (item) in the first game, and thus can provide a game that can realize the player's desire to acquire a game card (item) as the main purpose.
[0178] Further, the game card continuous provision process described in the third embodiment can be implemented even if the second game is not set and only the first game is provided. Also, the game card continuous provision process described in the third embodiment can be implemented even if the first game is provided without the special battle described in the second embodiment. Also, the first embodiment can be combined with the third embodiment.
[0179] Further, in the above-described embodiments, an example in which two card provision units (item provision units) (the first game card provision unit 27 and the second game card provision unit 28) are provided to provide game cards (items) is described. However, the number is not limited to two. Three or more card provision units (item provision units) can be provided according to the category of game cards (items).
[0180] The above describes the present application with reference to preferred embodiments, but the present application is not limited to the above-described embodiments, and various modifications can be made within the scope of the technical idea and implemented.
[0181] Explanation of Reference Numerals
[0182] 1: game device; 2: game server; 11: display panel; 12: operation touch panel; 13: operation button; 14: first reading unit; 15: second reading unit; 16: drop-in port; 17: take-out port; 20: processing unit; 21: display unit; 22: operation input unit; 23: user information reading unit; 24: game card reading unit; 25: cost detection unit; 26: sound output unit; 27: first game card provision unit; 28: second game card provision unit; 29: communication unit; 30: storage unit; 61: first game execution control unit; 62: second game execution control unit.
Claims
1. A gaming device, comprising: A providing unit that provides items as physical objects that correspond to game elements; A first game execution control unit, conditional upon detecting payment of a first cost, controls itself to execute a first game, the first game including engaging in combat using game elements and providing the items as physical objects from the providing unit; and The second game execution control unit is configured to execute a second game upon detecting payment of a second cost after detecting payment of the first cost. The second game includes combat using only the game elements and does not provide the items as physical objects or information corresponding to the game elements as non-physical objects.
2. The gaming device according to claim 1, wherein, The second game execution control unit controls itself to execute the second game if the payment of the second cost is detected within a specified time after the end of the first game.
3. The gaming device according to claim 1 or 2, wherein, The second game execution control unit indicates that the second price must be paid within a specified time.
4. The gaming device according to claim 1 or 2, wherein, The second cost is set to a lower amount than the first cost.
5. The gaming device according to claim 4, wherein, The second cost is set to half the amount of the first cost.
6. The gaming device according to claim 1 or 2, wherein, The second game execution control unit controls the execution of the second game once for each payment of the second cost.
7. The gaming device according to claim 1 or 2, wherein, The second game execution control unit controls the number of times the second game can be executed to a specified number.
8. The gaming device according to claim 7, wherein, The second game execution control unit is configured to change the number of times the second game can be executed.
9. The gaming device according to claim 1 or 2, wherein, The first game execution control unit controls the execution of a game that includes performing special battles using the game elements and providing the items from the providing unit, provided that a third cost payment is detected during the execution of the first game.
10. The gaming device according to claim 9, wherein, The first game execution control unit controls whether the player can choose to execute the game, including the special battle.
11. The gaming device according to claim 9, wherein, The first cost and the third cost are set to the same amount.
12. The gaming device according to claim 9, wherein, The providing unit includes: The first item providing unit is capable of providing items of the first category; and The second item-providing unit is capable of providing items of a second category whose game value is higher than that of the first category of items. The first game execution control unit controls the provision of the item from the second item provision unit on the condition that the payment of the third cost is detected.
13. The gaming device according to claim 1 or 2, wherein, The first game execution control unit controls the provisioning unit to provide at least one item if it detects payment of a fourth cost during the execution of the first game.
14. The gaming device according to claim 13, wherein, The fourth cost is set to an amount lower than the first cost.
15. The gaming device according to claim 13, wherein, The providing unit includes: The first item providing unit is capable of providing items of the first category; and The second item-providing unit is capable of providing items of a second category whose game value is higher than that of the first category of items. The first game execution control unit controls the provision of the item from either the first item provision unit or the second item provision unit, conditioned on the detection of the payment of the fourth cost.
16. A computer program product comprising a program for causing a computer to perform the following processes: The first game execution control process, conditional upon detecting payment of a first cost, controls the execution of the first game, the first game including engaging in combat using game elements and providing items as physical objects from a providing unit that provides items corresponding to the game elements; and The second game execution control process is configured to enable the execution of a second game if the payment of the first cost is detected after the payment of the second cost is detected. The second game includes playing against each other using only the game elements and does not provide the items as physical objects or information as non-physical objects corresponding to the game elements.
17. A computer-readable recording medium having a program included in a computer program product according to claim 16.
Citation Information
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