Game program and game device

By providing a main game and a sub-game, and using common cards and rare cards respectively, the problem of difficult-to-obtain item categories in existing technologies is solved, resulting in a highly engaging gaming experience.

CN116669824BActive Publication Date: 2026-05-05BANDAI CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2021-12-24
Publication Date
2026-05-05

AI Technical Summary

Technical Problem

In existing technologies, when controlling the content printed on items based on game results, it is difficult to obtain specific types of items, leading to a poor player experience.

Method used

The game starts by detecting payment, offering a main game and side games, and providing different categories of game cards in the main game and side games, including common cards and rare cards, to ensure that players can easily obtain various types of items in a series of games.

Benefits of technology

It increases the ease with which players can obtain various types of items and enhances the game's fun, providing a highly engaging gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The system provides an easy-to-obtain variety of items and a highly engaging gaming experience. The game program causes a computer providing a service that includes a series of games to perform the following processes: detection processing to detect payment; control processing to control the execution of the series of games based on the detection of payment related to the commencement of service provision; and provision control processing to cause a provisioning unit to provide items for the executed games. In the game program, the series of games includes a main game and sub-games, and the provision control processing causes the provisioning unit to provide different categories of items for the main game and sub-games.
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Description

Technical Field

[0001] This invention relates to a game program and a game device, and more particularly to an electronic game with accompanying items. Background Technology

[0002] There exists a game device that provides items whose printed content varies depending on the outcome of a game (Patent Document 1).

[0003] Existing technical documents

[0004] Patent documents

[0005] Patent Document 1: Japanese Patent Application Publication No. 2017-189276 Summary of the Invention

[0006] The problem the invention aims to solve

[0007] However, in a method like Patent Document 1 where the printed content of items is controlled based on the outcome of the game, it can lead to situations where certain types of items are difficult to obtain, depending on the user.

[0008] The purpose of this invention is to provide a game program and game device that offers an easy-to-obtain variety of items and a highly engaging gaming experience.

[0009] Solution for solving the problem

[0010] The game program of the present invention causes a computer providing a service including providing a series of games to perform the following processes: a detection process for detecting payment; a control process for controlling the execution of the series of games in condition of detecting payment related to the start of service provision; and a provision control process for causing a provisioning unit to provide items for the executed games, wherein the series of games includes a main game and sub-games, and the provision control process causes the provisioning unit to provide different categories of items for the main game and sub-games.

[0011] The effects of the invention

[0012] According to the present invention, it is possible to provide a game experience that offers easy access to various categories of items and high entertainment value. Attached Figure Description

[0013] Figure 1 This is a diagram illustrating the system structure of a game system according to embodiments and variations of the present invention.

[0014] Figure 2 This is a block diagram illustrating the functional structure of a game device 100 according to an embodiment of the present invention.

[0015] Figure 3This is a diagram illustrating a structural example of data used in a game system according to embodiments and variations of the present invention.

[0016] Figure 4 This is a block diagram illustrating the functional structure of the server 200 according to embodiments and variations of the present invention.

[0017] Figure 5 This diagram illustrates the execution timing of various games within a series of games related to embodiments and variations of the present invention.

[0018] Figure 6 This is a diagram illustrating the structure of a functional module implemented by performing the presentation processing involved in an embodiment of the present invention.

[0019] Figure 7 This is a flowchart illustrating the presentation process involved in an embodiment of the present invention. Detailed Implementation

[0020] [Implementation Method]

[0021] The embodiments will now be described in detail with reference to the accompanying drawings. Furthermore, the embodiments described below are not intended to limit the invention as defined in the claims, and not all combinations of the features described in the embodiments are necessary for the invention. Any combination of two or more features described in the embodiments may be used. Additionally, the same reference numerals are used to denote the same or identical structures, and repeated descriptions are omitted.

[0022] The following description illustrates an example of applying the invention to a gaming device configured to provide items, which is itself a gaming device. However, the invention can be applied to any device capable of providing a gaming experience, including providing a game, and capable of providing items of different categories.

[0023] Furthermore, in this specification, "service provision" means: temporarily granting a user (player) who has paid consideration the right to possess and utilize the game device, and providing a game experience including providing a series of games. The commencement of service provision for one player is conditional upon detection of payment of consideration in a state where service provision has not yet been performed, and the provision ends essentially upon completion of the execution of the functions of the game device set to be usable for one service provision (including the execution of a series of games).

[0024] The Structure of the Game System

[0025] Figure 1This is a diagram illustrating the system structure of the game system according to this embodiment. As shown, the game system is configured such that the server 200 and each of the more than one game devices 100 can communicate via the network 300.

[0026] In this embodiment, the system architecture is configured to enable player-versus-player games using multiple gaming devices 100 via server 200 and network 300. Furthermore, the games offered on the gaming devices 100 are not limited to player-versus-player games, but may include games designed for single-player use.

[0027] In addition, when the player has been identified while using the game device 100, that is, when the service is provided after the player has been identified, the server 200 updates the information managed for each player based on the content used (the game's play history), as detailed later.

[0028] <Structure of the Game Device>

[0029] Figure 2 This is a block diagram illustrating the functional structure of a game device 100 according to an embodiment of the present invention.

[0030] The control unit 101, for example, is a CPU, which controls the operation of each module of the game device 100. Specifically, the control unit 101 reads the operation program of each module recorded in the recording medium 102, expands and executes the operation program in the memory 103, thereby controlling the operation of each module.

[0031] The recording medium 102 is, for example, a non-volatile memory, HDD, or other recording device capable of persistently storing data. In addition to storing the operation programs of each module of the game device 100, the recording medium 102 also stores information about parameters required for the operation of each module, various graphics data used in the game executed by the game device 100, etc. The memory 103 is, for example, a volatile memory or other storage device used for temporary data storage. The memory 103 is used not only as an area for expanding the operation programs of each module, but also as a storage area for temporarily storing data output during the operation of each module.

[0032] The payment detection unit 104 detects when a payment has been made in the game device 100. Regarding payment, this can be determined, for example, by detecting whether a specified amount of coins or equivalent tokens have been inserted into an input slot (not shown) on the game device 100, or by detecting the completion of settlement processing based on communication between a chip related to the specified electronic currency. In this embodiment, the game device 100 is described as starting a service that includes providing a series of games based on a payment related to the start of service provision. Furthermore, it is configured to detect payment even after service provision has begun.

[0033] The acquisition unit 105 is an interface provided by the game device 100 of this embodiment for acquiring information from items. Specifically, the acquisition unit 105 includes a reader configured to acquire information attached to multiple categories of items. Here, the multiple categories of items for which information can be acquired by the acquisition unit 105 are all assumed to be items with physical volume (real-world items) that can be provided in the game device 100, and will be described accordingly.

[0034] In this embodiment, each of the various categories of items is designated as a game card, and each corresponds to a game element (character, vehicle, item, etc.) that appears in the game providing the gaming experience on the game device 100. Which game element a game card corresponds to can be determined by acquiring information (identification information) attached to the game card by the acquisition unit 105 for identifying the game element. Attaching identification information to the game card can be achieved, for example, by printing or attaching a one-dimensional or multi-dimensional code obtained by transforming the identification information to the game card, or by using other methods such as a Near Field Communication (NFC) tag or IC chip embedded in the game card.

[0035] Furthermore, in this embodiment, information is described as being acquired from multiple categories of game cards by a separate reader provided in the acquisition unit 105; however, the implementation of the present invention is not limited to this. It is self-evident that multiple types of readers could be used to acquire information from multiple categories of game cards.

[0036] In addition, the acquisition unit 105 also acquires information from an item that records the player ID to identify the player using the game device 100. In this embodiment, the item that records the player ID is a player card, which is constructed in the same way as the game card, and the information can be acquired via a reader common to the game card. However, the implementation of the present invention is not limited to this, and player identification can also be achieved by using other items or methods.

[0037] Element DB 106 is a database that manages information (element information) about each game element appearing in the game. In the game device 100 of this embodiment, the player can configure a game card and acquire information while playing the game, thereby causing the game element corresponding to that game card to appear in the game. For example Figure 3 As shown in (a), the element information managed for a single game element includes category information 302, drawing information 303, and parameter information 304, which are associated with the element ID (identification information) 301 that uniquely identifies the game element. Category information 302 indicates the game category assigned to the game element. Drawing information 303 includes graphic data used in generating the screen when the game element appears in the game. Parameter information 304, in addition to recording the game element's name and attributes, also records parameters determined by each element level of the game element, effects activated by using the game element, etc. Parameter information 304 is information that can be referenced in the game when the game element appears and participates in the game's progress control.

[0038] Furthermore, in this embodiment, the graphic data is stored in element DB 106, and the element information includes this data for explanation; however, the implementation of the present invention is not limited to this. Information indicating the storage location of the corresponding data may also be included in the element information.

[0039] The presentation control unit 107 is responsible for controlling the presentation of various information to the player in the game device 100. In this embodiment, the game device 100 is described as having a display unit 120 for displaying images (game screen, menu screen, etc.) as the unit for presenting various information. However, the information presentation unit is not limited to this; it is self-evident that it can be replaced or added. As an example of an information presentation unit, the display unit 120 is, for example, a display device that presents visual information, such as a liquid crystal display. In addition, in the case of other information presentation units, a suitable device, such as a speaker for presenting auditory information, is connected in a manner that can be controlled by the presentation control unit 107.

[0040] The rendering control unit 107 includes, for example, a graphics processing unit such as a GPU, which performs prescribed rendering processes when generating the image to be displayed on the display unit 120. Specifically, during the startup period of the game device 100 (service provision period, standby period), the rendering control unit 107 performs necessary computational processing on the required rendering objects (graphics data) based on the processing and commands performed by the control unit 101, thereby rendering the image. The generated image is output to the display unit 120 and displayed in a designated display area, thus presenting it to the player.

[0041] The supply control unit 108 controls the operation of the first supply unit 130, the second supply unit 140, and the third supply unit 150 to supply game cards for payment related to service usage. The first supply unit 130 and the second supply unit 140 are configured as card dispensers capable of supplying game cards one at a time from the storage unit. In this embodiment, the game device 100 has three card dispensers (first supply unit 130, second supply unit 140, and third supply unit 150) inside its housing, and the supply control unit 108 controls which card dispenser supplies the game cards from. Each card dispenser has a storage unit configured to hold game cards stacked vertically, and a mechanism for dispensing the bottommost game card according to a supply command issued by the supply control unit 108. The dispensed game card is guided to an accessible space via a dispensing outlet (not shown) and then provided to the player.

[0042] As described above, the game card provided by the game device 100 in this embodiment corresponds to a game element, and the game element can be brought into play by using the game card while playing the game. The game progresses based on the parameter information 304 of the game element that appears; the more advantageous the game element's parameter information 304 is, the higher its value in the game. Therefore, in this embodiment, the game card is divided into two categories based on the value of the corresponding game element in the game.

[0043] The game device 100 of this embodiment is configured to separately provide game cards of different categories. Specifically, it is configured such that the first providing unit 130, the second providing unit 140, and the third providing unit 150 store different categories of game cards in their respective storage units. The providing control unit 108 drives the corresponding providing unit based on the information of the providing category contained in the providing command issued by the control unit 101, thereby enabling the provision of game cards of a specific category. Therefore, it is designed to be used as follows: game cards are delivered to the store where the game device 100 is installed, etc., according to each category (first category and second category). When replenishing game cards, a stack of first category game cards is stored in the storage unit of the first providing unit 130, and a stack of second category game cards is stored in the storage units of the second providing unit 140 and the third providing unit 150.

[0044] Here, it is assumed that the game cards stored in the second supply unit 140 and the third supply unit 150 have a higher value in the game (performance of the corresponding game elements, etc.) compared to the game cards stored in the first supply unit 130. Hereinafter, the game cards stored in the first supply unit 130 will be referred to as common cards, and the game cards stored in the second supply unit 140 and the third supply unit 150 will be referred to as rare cards. In other words, the game device 100 of this embodiment is configured to provide common cards when the first supply unit 130 is activated, and to provide rare cards when the second supply unit 140 and the third supply unit 150 are activated. Furthermore, while the game cards stored in the second supply unit 140 and the third supply unit 150 are of the same category from the perspective that they are both rare cards, they may differ, for example, due to differences in the types of corresponding game elements. Therefore, they are assumed to be stored separately in a manner that allows them to be provided separately according to their intended use.

[0045] The operation input unit 109 is, for example, a user interface provided by the game device 100, such as an operation component for determining input, and various sensors. When the operation input unit 109 detects an operation input to the operation component, it outputs a control signal corresponding to the operation input to the control unit 101. In addition, the operation input unit 109 may also include, for example, a touch input detection sensor for detecting touch input on the screen of the display unit 120.

[0046] The communication unit 110 is a communication interface between the game device 100 and external devices. The communication unit 110 can connect to external devices via a network 300 (wired or wireless), enabling data transmission and reception. This network 300 can be a communication network such as the Internet, or a cable connecting devices. For example, the communication unit 110 transforms input information intended for transmission into data of a specified format and sends it to external devices such as the server 200 via the network 300. Furthermore, when the communication unit 110 receives information from an external device via the network 300, it decodes the information and saves it to the memory 103.

[0047] <Server Structure>

[0048] Next, use Figure 4 The functional structure of the server 200 according to this embodiment is illustrated by a block diagram. Furthermore, in the description of the functional structure of the server 200, structures that implement the same functions as the game device 100 are designated with the prefix "server" to distinguish them from the structure of the game device 100.

[0049] The server control unit 201, for example, is a CPU, which controls the operation of each module of the server 200. Specifically, the server control unit 201 reads the operation program of each module recorded in the recording medium 102, expands and executes the operation program in the memory 103, thereby controlling the operation of each module.

[0050] The server recording medium 202 is, for example, a non-volatile memory, HDD, or other recording device capable of persistently storing data. In addition to storing the operating programs of each module of the server 200, the server recording medium 202 also stores information such as parameters required for the operation of each module. The server memory 203 is, for example, a volatile memory or other storage device used for temporary data storage. The server memory 203 is used not only as an area for expanding the operating programs of each module, but also as a storage area for temporarily storing data output during the operation of each module.

[0051] In the game system of this embodiment, the player DB 204 is a database that manages information (player information) related to the usage status of the game corresponding to each user (player) for the game that provides a gaming experience on the game device 100. The player information includes usage history of functions for managing the game for each player, and information about various game elements that the player can use. The player information is updated sequentially based on the game results played on the game device 100 using a player card, and is provided to the game device 100 when the player card is used again. Therefore, the game device 100 can provide a game that reflects the state of the previous gameplay.

[0052] In this embodiment, for example Figure 3 As shown in (b), the player information may also include, in association with the player ID 311 used to identify the player, progress information 312 indicating the player's progress in the game, possession information 313 indicating the game elements that the player can use in the game, enhancement information 314 indicating the enhancement status of each of the game elements that can be used, and reward information 315 indicating the rewards given to the player (which may also be other types of game elements).

[0053] Here, the progress status information 312 may include, in addition to progress information 321 indicating which stage of the story has been progressed to, and battle record information 322 indicating the battle record in the battle game, evaluation information 323 obtained by evaluating the player's gameplay. Alternatively, the holding information 313 may be constructed by sequentially adding the element ID 301 of the game element corresponding to the game card used by the player while playing the game, that is, the game element in the state that the player can use. The enhancement status information 314 may be constructed by managing the element level 332 of at least enhanced (changed from the initial state) game elements in a manner associated with the element ID 331 of the game element, and the element level 332 is an indicator representing the parameters changed through enhancement. In this embodiment, for ease of understanding of the invention, it is described that the enhancement status information 314 is updated when the gameplay result of the game played on the game device 100 is obtained. However, for example, the enhancement status information 314 may be updated in response to information such as the result of obtaining training results by using training-related functions on the game device 100.

[0054] The matching processing unit 205 performs matching processing for player-versus-player (player versus player) games provided in the game system of this embodiment. Through matching processing, sessions are set up for, for example, two game devices 100 connected to the server 200 that sent matching requests at the same time, thereby changing the state to one where information communication related to the game can be carried out.

[0055] The management unit 206 manages player evaluations related to the game based on the gameplay content played on the gaming device 100. More specifically, the management unit 206 evaluates players based on the gameplay content each time the game is played, and generates or updates evaluation information 323 related to that player.

[0056] Server communication unit 207 is a communication interface provided by server 200 for communication with external devices. Server communication unit 207 can connect to external devices via network 300 (whether wired or wireless), enabling data transmission and reception. Network 300 can be a communication network such as the Internet, or cables connecting devices. For example, server communication unit 207 transforms input information intended for transmission into data of a specified format and sends it to external devices such as game device 100 via network 300. Furthermore, when server communication unit 207 receives information from an external device via network 300, it decodes the information and saves it to server memory 203.

[0057] An overview of a series of games

[0058] The following is an overview of a series of games that provide a gaming experience in the gaming device 100 of this embodiment.

[0059] When powered on, the gaming device 100 is connected to the server 200 and transitions to a standby state capable of providing services. Upon detecting payment in the standby state, the gaming device 100 transitions to a service-providing state and begins providing a gaming experience, including a selection of games. Therefore, the payment made during the transition from standby to service-providing state is equivalent to the payment made in connection with the commencement of service provision.

[0060] When the service begins, for example after reading the player card, receiving the corresponding player information, and providing a regular card, the control unit 101 performs game processing related to a series of games. In this embodiment, the service provision for a payment related to the start of the service provision includes: providing one regular card, and then performing one series of games. More specifically, the service provision for a payment related to the start of the service provision includes: providing a game experience of the main game (described later) included in the series of games, and providing one regular card for the main game. However, when implementing the present invention, it should be understood that the number of regular cards provided and the timing of the provision are not limited thereto.

[0061] A series of games is structured as including a main game and sub-games. The main game is a player-versus-player game or a CPU-versus-player game using game elements registered with game cards (using game elements). Sub-games are games different from the main game that can randomly occur during a single service provision. Here, the execution timing of a sub-game is set to a predetermined timing within the series of games. A selection process is performed for whether to execute the sub-game at this timing. In response to a successful selection and the detection of further payment during the service provision period, the sub-game is executed. In this embodiment, the selection process and sub-game execution control are performed whenever a sub-game execution timing is set within the series of games to illustrate a method where the sub-game may not necessarily be executed within the series of games. However, the implementation of the invention is not limited to this. That is, control can also be performed to ensure at least one opportunity for the execution of a sub-game in the series of games executed in relation to a single service provision (conditional on further payment).

[0062] Furthermore, in the game device 100 of this embodiment, control is performed to provide one rare card each time a sub-game is played. When a sub-game is played, the provision control unit 108 simultaneously controls the second provision unit 140 or the third provision unit 150 to provide one game card, as detailed later. Therefore, the provision control unit 108 of this embodiment is configured to provide different types of game cards for the main game and the sub-game.

[0063] The main game and the sub-games are games in which the game elements appear together, and thus they are the same, but the gameplay experience they provide differs. As mentioned above, the main game is a battle game. Before it starts, both the player and the opponent (other matched players or CPU characters) register a set of game elements based on information obtained from the game card. These registered game elements take combat actions in a defined game scenario, and the main game progresses simultaneously. At this time, the progress of the main game is controlled based on the operation inputs to the game elements and the parameters of a set of game elements. In contrast, the sub-games include the first and second sub-games involved in this invention, which provide different gameplay experiences from the main game.

[0064] One of the sub-games is a salvage game, which is the first sub-game involved in this invention. A salvage game provides players with opportunities to obtain game elements that can be used in the main game; for example, as a result of discovering (salvaging) game elements in a progressing game scene, a rare card related to a game element is provided. The provision of rare cards in the salvage game is achieved by driving the second provision unit 140. In the salvage game, to enhance the fun related to the provision of rare cards, a scene is presented showing a game element randomly selected from the game elements corresponding to the rare card. Then, the provision control unit 108 drives the second provision unit 140 to provide the rare card during or after the scene presentation.

[0065] Another sub-game is the boss game, which is the second sub-game involved in this invention. Like the salvage game, the boss game provides players with opportunities to obtain game elements usable in the main game. However, unlike the salvage game, it is a game that, like the main game, requires input for actions involving game elements and includes a battle animation. More specifically, the boss game in this embodiment is not a battle game where the battle action is against a set of game elements registered with the opponent, but rather a battle game where the battle action is against a boss character who is more powerful than those using game elements (with parameters set to favor the player). After the boss game concludes with this battle animation, a rare card related to one game element is provided. The provision of rare cards in the boss game is achieved by driving the third provision unit 150. That is, the provision control unit 108 drives the third provision unit 150 to provide rare cards after the battle game related to the boss character concludes.

[0066] Thus, the subgames are structured such that the card dispenser providing rare cards differs for each type, and the presentation of the games also varies. Furthermore, these subgames differ in the timing of their execution, the maximum number of executions, and the execution time within a series of games.

[0067] Figure 5 This diagram illustrates the execution timing of the main game, the salvage game, and the boss game within a series of games that provide a gaming experience in the game device 100 of this embodiment. As shown, the salvage game is executed multiple times during the execution of the main game in the series of games. In contrast, the boss game is executed only once, before the end of the series of games and after the end of the main game. That is, in the series of games, the execution timing of the salvage game is set earlier than that of the boss game.

[0068] Here, the timing of execution for each sub-game is not predetermined. Instead, as described above, a selection process is performed when the execution time arrives, and each sub-game is executed only if selected. If a sub-game is eligible to execute, the game device 100 notifies the player that execution of the sub-game (salvage game or boss game) is contingent upon further payment during the service provision period. Then, control is implemented to execute the sub-game based on the detection of further payment during or after the notification period.

[0069] In this embodiment, to ensure fairness among players, a predetermined selection probability is used for the selection process related to the salvage game and the boss game. However, the implementation of the present invention is not limited to this. To enhance the fun, the selection probability can be controlled to vary accordingly with the number of times the salvage game is executed, the progress of the main game, etc.

[0070] In addition, such as Figure 5 As shown, the main game's processing is temporarily interrupted during the main game's execution to execute the salvage game. Therefore, it is preferable that the salvage game is configured to be easily ended so as not to interfere with the player's focus on the main game. Thus, the salvage game in this embodiment does not require specific operation input or can be ended with only simple operations such as selection, only presenting the appearance of game elements, and its execution time is also set to be short. On the other hand, the boss game executes after the main game ends, so it does not interfere with the player's focus on the main game. Therefore, the boss game in this embodiment is configured to be a more interesting game that includes performances involving operations on game elements, and its execution time is correspondingly longer compared to the salvage game. In other words, in the game device 100 of this embodiment, the salvage game is configured to have a shorter execution time and fewer operation inputs required during its execution compared to the boss game.

[0071] Module structure related to service provision

[0072] Reference Figure 6 The module structure for providing services in the game device 100 used to implement this embodiment will be explained. Figure 6 This diagram illustrates a group of functional modules that execute programs related to service provision in the game device 100, thereby being implemented through the control unit 101.

[0073] The progress management module 601 is a functional module that manages the progress of the provided service, including the execution of a series of games. The progress management module 601 receives the detection of payment related to the start of service provision, and performs the following actions: initiation of service provision-related processing (hereinafter, provision processing); initiation of a series of game processing; determination of whether the execution time of each sub-game in the series of games has arrived; determination of the end of the series of game processing; and processing for the end of service provision.

[0074] The main game module 602, the salvage game module 604, and the boss game module 605 are functional modules that execute the main game, salvage game, and boss game, respectively, within a series of games. Based on instructions from the progress management module 601, the main game module 602, the salvage game module 604, and the boss game module 605 perform processing related to their respective games.

[0075] The execution decision module 603 determines whether to set a sub-game as executable at each execution time. More specifically, the execution decision module 603 performs a selection process based on a predetermined winning probability at each execution time and determines whether to set a sub-game as executable. The determination result is returned to the progress management module 601 for action control of the salvage game module 604 and the leader game module 605.

[0076] <Provide processing>

[0077] The following describes the service provision process performed in the game device 100 of this embodiment having such a structure, using... Figure 7 The flowchart illustrates the specific processing. The processing corresponding to this flowchart can be implemented by the control unit 101, for example, reading the corresponding processing program stored in the recording medium 102, expanding it in the memory 103, and executing the processing program. More specifically, by executing the processing provided herein, the control unit 101 can achieve… Figure 6 The following processes are performed on the shown functional modules. Furthermore, for example, this provision process is described as starting when payment related to the commencement of service provision is detected.

[0078] In S701, the progress management module 601 instructs the provision control unit 108 to provide a regular card related to this service provision. Based on the instructions of the progress management module 601, the provision control unit 108 drives the first provision unit 130 to provide the regular card.

[0079] In S702, the main game module 602, under the control of the progress management module 601, begins processing of the main game related to this service provision.

[0080] In S703, the progress management module 601 determines whether the execution time of the salvage game has arrived. As mentioned above, multiple execution times for the salvage game are set during the main game execution. In this step, the progress management module 601 determines whether any one of these execution times has arrived. If the progress management module 601 determines that the execution time of the salvage game has arrived, the process moves to S704; otherwise, it moves to S707.

[0081] In S704, the execution decision module 603, under the control of the progress management module 601, performs a selection process to determine whether the salvage game should be set as executable. If the execution decision module 603 determines that the salvage game should be set as executable (selected in the selection process), the process moves to S705; if the process determines that it should be set as inexecutable, the process moves to S707.

[0082] In S705, the progress management module 601 notifies the presentation control unit 107 that the salvage game can be executed with further payment. Then, if further payment is made during the notification period or within a specified time after the notification, the progress management module 601 moves the process to S706. Alternatively, if no further payment is made within this period, the progress management module 601 can set it to not execute the salvage game and move the process to S707.

[0083] In S706, the salvage game module 604 executes the salvage game. More specifically, the salvage game module 604 causes the presentation control unit 107 to present the appearance animation of game elements and causes the provision control unit 108 to provide rare cards related to the salvage game being executed, thus ending the salvage game. Based on the instructions of the salvage game module 604, the provision control unit 108 drives the second provision unit 140 to provide rare cards.

[0084] In S707, the progress management module 601 determines whether the main game processing has ended. If the progress management module 601 determines that the main game processing has ended, it moves the processing to S708; if it determines that the processing has not ended, it returns the processing to S703.

[0085] In S708, the progress management module 601 determines whether the time for executing the boss game has arrived. If the progress management module 601 determines that the time for executing the boss game has arrived, the processing moves to S709; if it determines that the time has not arrived, the processing of this step is repeated.

[0086] In S709, the execution decision module 603, under the control of the progress management module 601, performs a selection process to determine whether to set the boss game as executable. If the execution decision module 603 determines that the boss game is executable, the process moves to S710; if it determines that it is not executable, the process moves to S712.

[0087] In S710, the progress management module 601 notifies the presentation control unit 107 that the boss game can be executed through further payment. Then, if further payment is made during the notification period or within a specified time after the notification, the progress management module 601 moves the process to S711. Furthermore, if no further payment is made during this period, the progress management module 601 sets itself to not execute the boss game and moves the process to S712.

[0088] In S711, the boss game module 605 executes the boss game. More specifically, after executing the boss game, which includes a performance involving the manipulation of game elements, the boss game module 605 causes the supply control unit 108 to supply rare cards related to the currently executed boss game, and then ends the boss game. Based on the instructions of the boss game module 605, the supply control unit 108 drives the third supply unit 150 to supply rare cards.

[0089] In S712, the progress management module 601 executes a process to end the current service provision, changing the state of the game device 100 from service provision to standby state, thus completing the current provision process.

[0090] As explained above, the game device according to this embodiment can be understood to provide items (rare cards) of a different category than those in the main game whenever a sub-game is played. Therefore, during the execution of a series of games related to a single service provision, players can easily obtain the desired category of items, resulting in a highly enjoyable gaming experience.

[0091] [Variation Example]

[0092] The above embodiments illustrate how rare cards are supplied from different card dispensers in the two sub-games (salvage game and boss game), but the implementation of the present invention is not limited to this. It is also possible to supply rare cards from the same card dispenser for both sub-games.

[0093] Furthermore, this invention only requires that players more easily obtain a variety of items, and the items provided for the sub-game only need to be of a different category than those provided for the main game. For example, in the method of providing game cards (physical cards) with physical volume for the main game, it can also be set up to provide virtual game cards (electronic items that function in the game in the same way as real items) without physical volume for the sub-game.

[0094] [Other Implementation Methods]

[0095] This invention is not limited to the embodiments described above, and various modifications and alterations can be made within the scope of the invention without departing from its spirit and purpose. Furthermore, the game device according to this invention can also be implemented using a program that enables one or more computers to function as the game device. This program can be provided / distributed via a computer-readable recording medium or via an electrical communication line.

[0096] Explanation of reference numerals in the attached figures

[0097] 100: Game device; 101: Control unit; 102: Recording medium; 103: Memory; 104: Payment detection unit; 105: Acquisition unit; 106: Element database; 107: Presentation control unit; 120: Display unit; 108: Provision control unit; 130: First provision unit; 140: Second provision unit; 150: Third provision unit; 109: Operation input unit; 110: Communication unit; 200: Server; 201: Server control unit; 202: Server recording medium; 203: Server memory; 204: Player database; 205: Matching processing unit; 206: Management unit; 207: Server communication unit; 300: Network; 601: Progress management module; 602: Main game module; 603: Execution decision module; 604: Salvage game module; 605: Boss game module.

Claims

1. A program product comprising a game program that causes a computer providing a service including providing a gaming experience of a series of games to perform the following processes: Testing and processing, payment for testing; Control processing, conditional upon detecting payment related to the commencement of a service provision, controls to execute the series of games related to the service provision; and Provides control processing, enabling the providing unit to deliver items for the executed game. In the game program, The series of games includes a main game and sub-games, wherein, The main game and the sub-game are games that share common game elements but offer different gameplay experiences. The sub-game occurs randomly during each service session. In the supply control process, the supply unit provides different categories of items for the main game and the sub-game.

2. The program product according to claim 1, wherein, The sub-games include a first sub-game and a second sub-game with different gameplay content. In the supply control process, the supply unit is instructed to supply items of the same category for both the first sub-game and the second sub-game.

3. The program product according to claim 2, wherein, In the series of games, the execution timing of the first game is set earlier than that of the second game.

4. The program product according to claim 3, wherein, The first sub-game is scheduled to run during the execution of the main game; if the first sub-game is executed, the main game is interrupted. The second game is scheduled to be played before the end of the series of games and after the end of the main game.

5. The program product according to claim 3, wherein, Whether the first game and the second game are set to be playable is determined based on a specified probability.

6. The program product according to claim 5, wherein, The probabilities specified in the first and second games change during the execution of the series of games.

7. The program product according to claim 5, wherein, If the first game can be executed, the computer further performs the following process: notifies that the first game can be executed on the condition of further payment of the price during the service provision period.

8. The program product according to claim 7, wherein, The first game is executed on the condition that further payment is detected during or after the notification period indicating that the first game can be executed.

9. The program product according to claim 5, wherein, If the second game can be executed, the computer further performs the following process: notifies that the second game can be executed on the condition of further payment of the price during the service provision period.

10. The program product according to claim 9, wherein, The second game is executed on the condition that further payment is detected during or after the notification period indicating that the second game can be executed.

11. The procedure product according to any one of claims 4 to 10, wherein, In the series of games, the maximum number of times the first game is executed is set to multiple times, and the maximum number of times the second game is executed is set to 1 time.

12. The program product according to claim 11, wherein, The execution time of the first game is shorter than that of the second game.

13. The program product according to claim 11, wherein, The first game requires fewer input operations during execution than the second game requires fewer input operations during execution.

14. The program product according to claim 11, wherein, The first game includes the entrance animations for the game elements. In the supply control process, the supply unit supplies items during or after the appearance performance of the game element.

15. The program product according to claim 11, wherein, The second game includes a presentation of actions performed to interact with game elements. In the supply control process, after a performance in which the game element is manipulated, the supply unit supplies the item.

16. The procedure product according to any one of claims 1 to 10, wherein, In the supply control process, the value of the items supplied by the supply unit for the sub-game in the series of games is higher than the value of the items supplied by the supply unit for the main game in the series of games.

17. A gaming device that provides a service including providing a gaming experience of a series of games, said gaming device comprising: The testing unit, and payment for its testing; A control unit, conditional upon detection by the detection unit of payment related to the commencement of a service provision, controls the execution of the series of games related to the service provision; and Provides a control unit that enables the supply unit to provide items for the executed game. in, The series of games includes a main game and sub-games, wherein the main game and the sub-games are games that share common game elements but offer different gameplay experiences. The sub-games occur randomly during each service provision. The supply control unit enables the supply unit to provide different categories of items for the main game and the sub-game.

Citation Information

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