Game device, computer program product, storage medium, and game system

By detecting game media operations to switch characters and grant privileges, the problem of the limited number of characters in video games is solved, thus enhancing the gaming experience.

CN119339483BActive Publication Date: 2026-06-26BANDAI CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2024-09-19
Publication Date
2026-06-26

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Abstract

A game device, a computer program product, a storage medium, and a game system are provided for providing a game playing experience with improved fun experience. The game device includes a placement portion configured to be able to place a game medium corresponding to a character; a detection unit that detects an operation with respect to one or more game media placed in the placement portion; a control unit that controls progress of a game in which a character corresponding to a game medium placed in the placement portion appears based on the operation with respect to the game medium detected by the detection unit; and an attribution unit that attributes a privilege to the character, wherein, in a case where a prescribed operation with respect to a game medium is detected, the control unit changes a first character corresponding to the game medium to a second character corresponding to the game medium to cause the second character to appear in the game, and the attribution unit attributes a first privilege to at least either one of the first character and the second character.
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Description

Technical Field

[0001] This invention relates to a gaming device, program, and system, and particularly to an electronic game that is played by operating a gaming medium. Background Technology

[0002] There exists a game device that provides a gaming experience in which a character corresponding to an item appears in a video game (Patent Document 1).

[0003] Existing technical documents

[0004] Patent documents

[0005] Patent Document 1: Japanese Patent Application Publication No. 2004-041740 Summary of the Invention

[0006] The problem the invention aims to solve

[0007] Furthermore, in video games like Patent Document 1, there is generally an upper limit to the number of usable items. Alternatively, in methods where the cost is determined for each item, there is an upper limit to the total cost of items usable in a single game. Therefore, in video games like Patent Document 1, the number of characters that can appear in a single game is limited, potentially limiting the enjoyment the player can experience.

[0008] The purpose of this invention is to provide a game device, program, and system for providing an enhanced gaming experience.

[0009] Solution for solving the problem

[0010] One aspect of the present invention provides a game device comprising: a mounting unit configured to mount a game medium corresponding to a character; a detection unit that detects operations on one or more game media mounted on the mounting unit; a control unit that controls the progress of the game, based on the operations detected by the detection unit on the game media, to allow the character corresponding to the game medium mounted on the mounting unit to appear in the game; and an granting unit that grants privileges to the character, wherein, upon detecting a specified operation on the game medium, the control unit changes a first character corresponding to the game medium to a second character corresponding to the game medium to allow the second character to appear in the game, and the granting unit grants a first privilege to at least one of the first character and the second character.

[0011] The effects of the invention

[0012] According to the present invention, a gaming experience that enhances enjoyment can be provided. Attached Figure Description

[0013] Figure 1This is a block diagram illustrating the hardware structure of a game device 100 according to embodiments and variations of the present invention.

[0014] Figure 2 This is a diagram illustrating the appearance of a game device 100 according to embodiments and variations of the present invention.

[0015] Figure 3 This is a diagram illustrating a game field used in a battle game according to embodiments and variations of the present invention.

[0016] Figure 4 This is a diagram illustrating the SW operation involved in the embodiments and variations of the present invention.

[0017] Figure 5 This is a diagram illustrating the operation method of SW operation as described in embodiments and variations of the present invention.

[0018] Figure 6 This is a flowchart illustrating the battle game processing performed in the game device 100 according to embodiments and variations of the present invention.

[0019] Figure 7 This is a flowchart illustrating turn processing performed in a game device 100 according to embodiments and variations of the present invention. Detailed Implementation

[0020] [Implementation Method 1]

[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 the combinations of features described in the embodiments are not necessarily essential to the invention. Two or more features from the plurality of features described in the embodiments may be combined arbitrarily. Additionally, the same or identical structures are labeled with the same reference numerals, and redundant descriptions are omitted.

[0022] The following embodiment illustrates an example of applying the invention to a game device that is capable of playing a battle game that progresses through operations using character cards corresponding to characters. However, the invention can be applied to any device capable of playing games that progress through operations on a game medium corresponding to characters. That is, the implementation of the invention is not limited to battle games.

[0023] Hardware Structure of Gaming Devices

[0024] Figure 1 This is a block diagram illustrating the hardware structure of the game device 100 according to this embodiment.

[0025] The control unit 101 is a processor such as a CPU, which performs operation control on the various hardware components of the game device 100 and controls related to the implementation of various functions, including those that provide a gaming experience. Specifically, the control unit 101 performs this control, for example, by reading the required program stored in the storage device 102, expanding it in the memory 103, and executing the program.

[0026] Storage device 102 is, for example, a non-volatile memory, HDD, or other device capable of persistently storing information. In addition to storing the operating system for enabling the game device 100 to operate and game-related programs for providing a gaming experience, storage device 102 also stores information on parameters required for various controls and various game-related data for providing a gaming experience. Memory 103 is, for example, a volatile memory or other storage device used for temporary data storage. Memory 103 can be used not only as an expansion area for various programs but also as a storage area for temporarily storing data output during the operation of various hardware and various control processes.

[0027] GPU 104 is a rendering device that performs various rendering processes related to the generation of game screens, other screens, and images presented during the provision of a gaming experience. GPU 104 includes GPU memory (not shown). GPU 104 unfolds various graphics data read from storage device 102 and performs prescribed calculations to generate various images, represented by screens. The screens and images generated by GPU 104 are displayed, for example, on a display device included in the presentation device 110 of the gaming device 100, thereby presenting them to the player.

[0028] The presentation device 110 is an information presentation device included in the game device 100. In one embodiment, the presentation device 110 includes a display device such as a liquid crystal display that displays images generated by the GPU 104. Furthermore, the information presentation unit in the game device 100 is not limited to devices for visual information presentation such as display devices and lighting devices, but may also include other types of information presentation units such as sound output devices for auditory information presentation, force-sensing devices for tactile information presentation, etc. In this case, the presented information may be, for example, data read from the storage device 102 or data configured by the control unit 101 at any time.

[0029] Operation I / F 105 is a user interface provided by the game device 100 for receiving operation input. When operation I / F 105 detects an operation input, it outputs a control signal corresponding to the operation input to the control unit 101. In one embodiment, operation I / F 105 includes, for example, operation components such as buttons for determining input and buttons for selecting input, and various sensors. Furthermore, in the embodiment where the display device 110 includes a display device capable of detecting touch input, operation I / F 105 includes a touch input detection sensor provided on the display device.

[0030] Communication I / F 106 is a communication interface provided by the gaming device 100 for communication with external devices. Information communication between Communication I / F 106 and external devices can be conducted via wide area networks (WANs) such as the Internet, or via LANs. Information communication via Communication I / F 106 can also be conducted via either wired or wireless methods; in the latter case, it can include, for example, near-field communication (NFC) or short-range wireless communication.

[0031] Payment device 120 is a device for accepting payments related to the use of game device 100. Payments are considered made, for example, by inserting a predetermined amount of coins or equivalent tokens into an input slot (not shown), or by completing settlement processing based on communication between a chip associated with the prescribed electronic currency. When payment is detected, payment device 120 outputs a control signal indicating this to control unit 101. In the following description, unless otherwise stated, if game device 100 detects payment while not being used by any player (standby state), it switches to a state where it can provide a gaming experience and begins providing services to the player.

[0032] The reader 130 is a device included in the game device 100 for acquiring information from physical objects. Regarding the method of acquiring information by the reader 130, for example, it can be used to read the code attached to the appearance of the physical object using a camera device. Other methods include acquiring information by the reader 130 using any method, such as reading information from a predetermined chip built into the physical object, monitoring the input state of a predetermined switch on the mounting part when the physical object is installed into the game device 100, and the conduction state of the connection terminals. The information acquired by the reader 130 is transmitted to the control unit 101, for example, for controlling the game's progress and providing service content.

[0033] The providing device 140 is a device capable of providing pre-stored physical items. The game device 100 of this embodiment is configured such that, when predetermined conditions are met, such as at the start of service provision, the providing device 140, under the control of the control unit 101, provides a predetermined number of physical items. In one embodiment, the providing device 140 can provide physical items stored in a built-in storage container in the order they were stored. In other embodiments, the providing device 140 can also provide the physical items after performing predetermined processing on the stored physical items. In one embodiment, the physical items provided by the providing device 140 can also be items with information that can be obtained by the reader 130.

[0034] In this embodiment, these hardware structures are described as being built into the housing of the game device 100, but the implementation of the present invention is not limited to this. For example, at least any one of the presentation device 110, payment device 120, reader 130, and providing device 140 may be disposed outside the housing of the game device 100 and configured to be usable by connecting to the game device 100.

[0035] <Details of the presentation device>

[0036] like Figure 2 As shown, the presentation device 110 of this embodiment is configured to include a first display unit 111 and a second display unit 112.

[0037] The first display unit 111 is configured as a display device that also functions as a reader 130, and is also configured as a mounting unit capable of holding actual game items (hereinafter sometimes referred to as game media). The first display unit 111 is, for example, a display device that displays images using a rear projection method. It identifies the game media, detects its placement position, and acquires information attached to the game media by intermittently photographing the game media placed on the mounting surface (display surface) from behind. The mounting surface of the first display unit 111 is not only used to acquire information from the game media, but is also configured to allow for game operation input through movement of the game media on the mounting surface. Hereinafter, the mounting surface of the first display unit 111 will sometimes be simply referred to as the mounting unit.

[0038] The reader 130 is capable of acquiring information attached to the game medium placed in the mounting unit. In the game device 100 of this embodiment, the game medium that can be used is composed of a card body, including a character card corresponding to a character associated with a battle game, and a player card containing information related to the player.

[0039] The reader 130 retrieves information (character ID) from the character card mounted on the mounting unit to uniquely identify the character corresponding to that character card. The storage device 102 includes a character database for managing various information (character information) about characters appearing in the battle game executed on the game device 100. Based on the retrieved character ID, the storage device 102 can retrieve the character information corresponding to the character card from the character database for use in the battle game processing. That is, when playing the battle game, a player can mount a character card on the mounting unit to allow one character corresponding to that character card to appear in the battle game as the player's character.

[0040] Additionally, the reader 130 retrieves information (player ID) attached to the player card, which is used to uniquely identify the player, from the player card mounted on the mounting unit. The control unit 101 can retrieve player information containing various information related to the player based on the player ID. The player information is managed, for example, on an external server (not shown) that can communicate with the game device 100 via a network, and is configured such that player information can be retrieved on any game device 100 used by the player. Furthermore, in this embodiment, the description assumes that player information is retrieved based on the player ID obtained from the player card mounted on the mounting unit, but the implementation of the present invention is not limited to this, and it may also be configured to retrieve player information directly from the player card.

[0041] Furthermore, player cards not only serve as a game medium for obtaining player IDs, but can also be used as character cards corresponding to player-specific characters that can be customized by the player. In this way, player information includes parameters and other information related to the player's unique character in the battle game.

[0042] In this embodiment, the game device 100 is configured such that by placing a character card on the first display unit 111, which serves as the mounting unit, the character corresponding to that character card will appear in the battle game being played. Furthermore, the reader 130 also acquires the positions of the game media (character cards and player cards) placed on the mounting unit. The position information of each game medium acquired by the reader 130 and its movement are detected as player actions in the battle game. That is, during the execution of the battle game, the player can perform operations to move the character card on the mounting unit, thereby performing actions such as changing the position of a character in the battle game, changing roles, and inputting operations to specify specific commands.

[0043] In contrast, the second display unit 112, located above the first display unit 111, is a display device such as an LCD. The second display unit 112 is tilted and cannot display actual game items; it is used only for information display.

[0044] Overview of Versus Games

[0045] The following describes a battle game that provides a gaming experience in the game device 100 of this embodiment.

[0046] The battle game provided in the game device 100 is a battle game in which the characters used by each player fight against each other, either with other players using other game devices 100 at the same time or with NPCs (Non-Player Characters). The characters used by each player are registered based on the game medium that is displayed on the mounting surface of the first display unit 111 by that player. The groups of characters registered with each player are managed as teams, and the battle game is conducted between the player's team and the opponent's team.

[0047] The battle game begins upon the payment device 120 detecting that a payment has been made. The battle game includes a "matching phase" for pairing players with opponents, and an "execution phase" for providing a gameplay experience related to the battle game (allowing players to experience the game settings related to the battle game). During the matching phase, players can choose to battle against other players using the game device 100 at the same time or against NPCs. The former is selected after payment based on the player's actions related to the matching request (menu selection, etc.), while the latter is selected if no matching request is made, or if a matching request is made but no opponent is found.

[0048] The battle game is a turn-based system that progresses through multiple rounds. In each round, players perform actions related to the battle. Each round consists of a battle phase and an action phase. In the battle phase, actions are taken to designate the characters on the player's side of the team for that round. In the action phase, actions are taken by the player and the opponent to determine the actions assigned to each team during the battle phase, and the team's status is changed.

[0049] In a battle game, when the player is asked to perform a character card action, the first display unit 111 will typically show something like this. Figure 3 The game field 300 shown serves as the basis for configuring character cards. During battle, players can assign character cards to attack the opponent's team by placing them in the attack zone 301, which is the first zone involved in this invention. Additionally, players can assign character cards to the support zone 302, which is the second zone involved in this invention, to prevent the character corresponding to that character card from attacking the opponent's team and instead allow it to perform a recovery action.

[0050] In this implementation of the battle game, "energy" is managed as a parameter for each character to perform attack actions. A character can perform an attack action by consuming energy. The extent of the impact (e.g., the amount of damage dealt) on the opponent's team by a single attack action varies depending on the amount of energy consumed. The amount of energy consumed in relation to an attack action can be specified by which position the corresponding character card is placed in the attack zone 301.

[0051] like Figure 3 As shown, attack zone 301 is divided into three areas (301a, 301b, and 301c). Here, Figure 3 The game area 300 shows the position of the player using the game device 100. Figure 2 The first display unit 111, as seen from the left in the side view, displays areas arranged in the order of auxiliary area 302, area 301c, area 301b, and area 301a, moving from the foreground towards the background. The areas in attack area 301 are configured to consume different amounts of stamina for each attack action, with the stamina consumption increasing the further the area is from the player. In other words, the further the player places a character card in attack area 301 from the player, the more impactful the attack action will be on the opponent's team.

[0052] On the other hand, if a relatively strong (high-ability) character can launch a series of powerful attacks each turn, the player who possesses the corresponding character card gains an advantage, making it impossible to ensure fairness among players. Therefore, the battle game is designed so that characters with low stamina are more likely to become unable to act if they take damage from an opponent's attack. Basically, each character's stamina can be restored by having that character take a healing action during their turn. To restore / accumulate a character's stamina, players can place the corresponding character card in support zone 302 during the battle.

[0053] Therefore, each player needs to appropriately determine the level of stamina consumption required for their team's characters to attack, or to place them in support zone 302 to restore stamina, based on the progress of the battle, thus constructing a strategy for each round.

[0054] <ability>

[0055] In this implementation of the battle game, each character is assigned at least one unique ability. The activation conditions and in-game effects of each ability differ, and players must consider the abilities assigned to each character when deciding which characters should be registered in their team.

[0056] On the other hand, if the service of competitive games, for example, is offered long-term, information on character cards with advantageous statuses and abilities will be shared, potentially limiting the number of character cards each player can use in the game. Furthermore, coupled with the aforementioned issues, a limited number of characters appearing in competitive games could also limit the enjoyment offered to players. In other words, the continued limitation of this enjoyment could lead to a decline in player interest in competitive games, ultimately resulting in a loss of interest altogether.

[0057] Therefore, in this implementation of the battle game, character cards are associated with two characters, and a switching ability (hereinafter referred to as SW ability) is introduced to switch between these characters during the execution of the battle game. That is, by using a character card with an SW ability (hereinafter referred to as SW card), a player can start the battle game with one of the two characters corresponding to that card (the initial character) registered in their team. Then, during the execution of the battle game, the player can switch from that character to the other character (the replacement character) by activating the SW ability.

[0058] The SW ability is controlled to be activated in the battle game by performing a prescribed operation related to character switching (hereinafter referred to as SW operation) on the SW card. That is, when an SW operation is detected in the battle game, the control unit 101 performs the following control: removes the initial character corresponding to the SW card that is the target of the operation from the team, and instead registers the replacement character into the team so that it can appear in the battle game.

[0059] In this embodiment of the battle game, the SW ability is controlled to become active only when the battle game progresses to a predetermined stage. Here, the predetermined stage can be determined, for example, after a fixed number of rounds, or it can be determined in relation to the state of the player's team in the ongoing battle game (e.g., the team's total strength has been reduced by 50% of its initial total strength). When the SW ability becomes active, the control unit 101, for example, displays a notification indicating this on the battle game screen to the presentation device 110, and controls the reader 130 to detect SW operations for the SW card.

[0060] In this embodiment, the SW is repeatedly moved into the mounting section. Figure 4 The SW operation is performed by moving in a straight line from the left to right as shown when viewing the game device 100 from the player's position when using the game device 100. Additionally, to appropriately convey the operation method of the SW operation to the player, for example... Figure 5As shown, the notification indicating that the SW capability has become available also includes a display explaining the operation method for SW operation. Figure 5 In the example, the display related to the operation method of SW operation is shown as a still image, but for example, it can also be shown as a series of actions of the SW card that should actually be performed in a moving image.

[0061] Furthermore, in this embodiment, the SW operation is described as an operation that moves the SW card linearly in the left-right direction within the mounting section. However, it is self-evident that other operations can also be used. For example, as an operation to perform linear movement, an operation that repeatedly moves the SW card in the depth direction within the mounting section can also be used.

[0062] Furthermore, the SW operation is controlled to be accepted regardless of whether the SW card to be operated is located in the attack zone 301 or the support zone 302 within the game field 300. At this time, the acceptance of the SW operation and the activation of the SW ability are controlled to be performed on the condition that the initial character corresponding to the SW card is not in a state such as being unable to act, or that the initial character is in a state that can be operated in the battle game, thus matching the progress of the battle game.

[0063] Furthermore, from the perspective of increasing the number of characters a player can use in a battle game, it is also possible to configure the deck used by a player in a single battle game to include multiple SW cards. On the other hand, since changing the composition of the characters belonging to the team can prevent the opponent's strategy from functioning effectively, the activation of SW abilities is limited to one character (one SW card) per turn.

[0064] <Privilege Granting>

[0065] To promote the use of SW cards and thus provide players with a more enjoyable gaming experience, in this embodiment of the battle game, the control grants privileges that favor the progress of the battle game when SW cards are used. Privileges can be granted to at least one of the characters corresponding to the SW card (initial character and replacement character). Privileges are used to apply specific effects in the battle game, and therefore include the following two types, each with different periods of granting.

[0066] The first privilege (first privilege) associated with the SW card is granted at the start of the game (at the beginning of the initial turn). The first privilege is used to continuously apply its effect during the game and is controlled to be granted only once per game. In this implementation, the effect associated with the first privilege can be applied to both the initial character and the substitute character corresponding to the SW card. When a substitute character enters the game due to the activation of the SW ability, that substitute character becomes a state where the effect has been applied.

[0067] Conversely, the second privilege (second privilege) related to the SW card is granted at the start of each turn of the battle game. That is, the second privilege is a privilege that can be granted multiple times during each turn of the battle game. In the battle game of this embodiment, the granting of the second privilege is controlled based on the area in the game arena 300 where the SW card is located at the time of its granting. More specifically, regarding the second privilege, if the SW card is located in the attack zone 301 at the time of its granting, the second privilege is granted to the character corresponding to that SW card. On the other hand, if the SW card is located in the support zone 302 at the time of its granting, the second privilege is not granted to the character corresponding to that SW card.

[0068] Here, the effects applied through the first privilege (starting effect) and the effects applied through the second privilege (per turn effect) differ as follows. The starting effect applies to the initial character and replacement character corresponding to the SW card, making parameters that directly affect the opponent's team, such as attack power, damage increase, defense increase, and critical hit rate increase, more favorable (increasing the effect of parameters that affect the opponent). On the other hand, the per turn effect applies to the initial character and replacement character corresponding to the SW card who appears in the battle game, making parameters that do not directly affect the opponent's team, such as stamina recovery, more favorable (setting favorable values ​​for parameters that do not directly affect the opponent). In one aspect, the stamina recovery effect further expands the player's range of actions and strategies in each turn; therefore, compared to the first privilege, the second privilege is more advantageous for the progress of the battle game.

[0069] "Versus Game Handling"

[0070] Regarding the battle game processing performed in relation to the battle game in the game device 100 of this embodiment having such a structure, using Figure 6 The flowchart illustrates the specific processing. The processing corresponding to this flowchart can be implemented by the control unit 101 reading the corresponding processing program stored in the storage device 102, expanding it in the memory 103, and executing the processing program.

[0071] Furthermore, this battle game processing is described as starting, for example, when a match related to the battle game is established. In addition, in this description of the battle game processing, unless otherwise stated, the GPU 104 performs processing to generate images for display on the first display unit 111 and the second display unit 112 at predetermined intervals, and the control unit 101 controls whether the first display unit 111 or the second display unit 112 displays the generated images. Furthermore, it is assumed that before executing this battle game processing, the player loads character cards into the loading unit and completes the registration of characters for the team used in the battle game.

[0072] In S601, the control unit 101 determines whether the player's character deck includes SW cards. If the control unit 101 determines that the player's character deck includes SW cards, the processing moves to S602; if the control unit determines that the player's character deck does not include SW cards, the processing moves to S603.

[0073] In S602, the control unit 101 grants a first privilege to the initial character and the replacement character corresponding to the SW card included in the character card used by the player, and activates the start-up effect associated with the first privilege.

[0074] In S603, the control unit 101 performs turn processing related to the current turn.

[0075] <Turn Processing>

[0076] For details regarding the round processing performed in this step, please refer to [link / reference]. Figure 7 The flowchart will be used to illustrate the details.

[0077] In S701, the control unit 101 begins processing related to the current round's operational progress.

[0078] In S702, the control unit 101 determines whether the character cards used by the player include SW cards corresponding to characters whose SW abilities have been activated. If the control unit 101 determines that SW cards whose SW abilities have been activated are included, the processing moves to S703; if the control unit 101 determines that SW cards whose SW abilities have been activated are not included, the processing moves to S706.

[0079] In S703, the control unit 101 causes the display device 110 to display a notification indicating that the activation conditions for the SW capability have been met. At this time, the control unit 101 controls the display device 110 to also display the operation method for the SW operation.

[0080] In S704, the control unit 101 determines whether a SW operation has been detected for a SW card that meets the activation conditions for SW capability. If the control unit 101 determines that a SW operation for the SW card has been detected, the processing moves to S705; if the control unit determines that no SW operation for the SW card has been detected, the processing moves to S706.

[0081] In S705, the control unit 101 removes the initial character corresponding to the SW card whose SW operation was detected in S704 from the player's party, replaces the initial character, and registers the replacement character corresponding to the SW card into the player's party.

[0082] In S706, the control unit 101 determines whether the termination conditions of the operation process have been met. The termination conditions of the operation process are determined, for example, based on the elapsed time since the start of the operation process-related processing in S701. The termination conditions can be set to be met when a predetermined time has elapsed. If the control unit 101 determines that the termination conditions of the operation process have been met, it moves the processing to S707; if it determines that the termination conditions of the operation process have not been met, it returns the processing to S702.

[0083] In S707, the control unit 101 determines the actions of each character in the player's team during the current turn based on the placement positions of the character cards used by the player in the placement unit.

[0084] In S708, the control unit 101 begins processing related to the action process of the current round.

[0085] In S709, the control unit 101 determines whether the player's character deck includes SW cards. If the control unit 101 determines that the player's character deck includes SW cards, the process moves to S710; if the control unit 101 determines that the player's character deck does not include SW cards, the process moves to S712.

[0086] In S710, the control unit 101 determines whether the configuration position of the SW card used by the player on the mounting unit is included in the attack zone 301. If the control unit 101 determines that the configuration position of the SW card is included in the attack zone 301, the processing moves to S711; if the control unit 101 determines that the configuration position of the SW card is not included in the attack zone 301, the processing moves to S712.

[0087] In S711, the control unit 101 grants a second privilege to the character corresponding to the SW card used by the player, and activates the effect associated with the second privilege each turn.

[0088] In step S712, the control unit 101 performs processing to present the action results related to the current turn. This step includes: sending information about the actions of each character in the player's team, determined in step S707, to an external server (not shown), and sequentially receiving information about the processing results of action resolution-related processing performed by the external server based on this information and similarly sent information about the actions of each character in the opponent's team. The control unit 101 performs information presentation control based on this processing result information. Additionally, during this step, operation input received from the player can also be sent to the external server, and this operation input can be reflected in the action resolution-related processing performed on the external server. When the presentation of the action results related to the current turn is completed, the control unit 101 ends the turn processing.

[0089] When the turn is completed, the control unit 101 determines in S604 of the battle game processing whether the end condition of the battle game has been met. The end condition of the battle game can be met, for example, if the total strength of either side's team reaches 0. If the control unit 101 determines that the end condition of the battle game has been met, it moves the processing to S606; if it determines that the end condition of the battle game has not been met, it moves the processing to S605.

[0090] In S605, the control unit 101 ends the current round, advances the round number to the next round, and returns the processing to S603.

[0091] On the other hand, if it is determined in S604 that the end conditions of the battle game have been met, the control unit 101 executes the end processing of the battle game, such as presenting the result of the battle game, in S606, and completes the battle game processing.

[0092] As explained above, the gaming device according to this embodiment can provide a gaming experience that enhances enjoyment.

[0093] Furthermore, in this embodiment, it is described that the first privilege is granted to the initial character and the replacement character corresponding to the SW card at the start of the battle game. However, the implementation of the present invention is not limited to this. It is also possible that the first privilege is granted to either the initial character or the replacement character.

[0094] Furthermore, in this embodiment, the activation condition of the SW ability is described as being met when a fixed number of turns have been reached in the battle game. However, the implementation of the present invention is not limited to this. The activation condition of the SW ability can also be determined based on other aspects of the battle game's progress, such as the state of the initial character corresponding to the SW card.

[0095] [Implementation Method 2]

[0096] In the above embodiment, the SW ability is described as being activated during the combat process after the activation conditions for the SW ability have been met, based on the condition that an SW operation has been performed. However, the implementation of the present invention is not limited to this. For example, the activation conditions for the SW ability may also be met during the action process, or the SW ability may be activated by requesting an SW operation from the player at the moment the condition is met.

[0097] On the other hand, in this method, players need to perform SW operations at the right time to ensure the activation conditions for the SW ability are met, which risks increasing the difficulty of the game. Therefore, in the battle game of this embodiment, the activation of the SW ability can be scheduled through the player's SW operation. Moreover, the SW ability is configured to be activated based on the progress of the battle game after the activation schedule is made.

[0098] For example, during a specified round of combat, the control unit 101 displays a notification on the presentation device 110 indicating that a SW ability activation reservation can be made, and accepts SW operations for SW cards. That is, for SW cards, it accepts reservations for changes (replacements) from the initial character to a replacement character. Then, the control unit 101 performs the following control: when an SW operation is detected, it saves the SW ability activation reservation information to, for example, memory 103, and then, based on the fulfillment of the SW ability activation conditions determined by the progress of the battle game, it performs processing related to the activation of the SW ability.

[0099] [Variation Example 1]

[0100] In the above-described Embodiment 2, the control was described as activating the SW ability based on the progress of the battle game after the activation reservation was made. However, the implementation of the present invention is not limited to this. For example, the activation of the SW ability after the activation reservation may also be carried out after a predetermined time has elapsed since the activation reservation was made.

[0101] [Variation Example 2]

[0102] Furthermore, if, after a pre-registration for a Special Skill (SW) ability has occurred as described above, the game's progression unfolds in ways the player didn't anticipate, the game might not proceed as desired due to the activation of the pre-registered SW ability. In such cases, the inability to cancel a previously pre-registered SW ability could be detrimental to the player. Therefore, it's also possible to design a system where a pre-registration can be canceled if the SW ability associated with that pre-registration hasn't yet been activated.

[0103] In one approach, the cancellation of the SW capability activation reservation can also be conditional upon a SW operation being performed on a different SW card than the SW card for which the activation reservation was made. In this case, the control unit 101 controls the process as follows: cancels the SW capability activation reservation for the SW card for which the SW operation was most recently detected, and sets the SW capability activation reservation to be performed on the SW card for which the SW operation was last performed.

[0104] [Variation Example 3]

[0105] The above-described embodiments and variations illustrate a method where a player's character deck can include multiple SW cards, and only one SW card can activate its SW ability per turn. However, the implementation of this invention is not limited to this. To further enhance the strategic nature of the battle game, the number of times an SW ability can be activated in a single battle game can be limited to once.

[0106] That is, the control unit 101 controls in the following way: after activating an SW ability once in a battle game, the SW ability will not be activated even if an SW operation is performed on other SW cards. That is, the control unit 101 controls in the following way: after changing the character corresponding to any SW card in the player's character deck from the initial character to the replacement character, no change from the initial character to the replacement character will be performed on characters corresponding to other SW cards.

[0107] [Summary of Implementation Methods]

[0108] The above embodiments disclose at least the following game device, program, and game system.

[0109] (1) A gaming device, comprising:

[0110] The mounting section is configured to hold a game medium corresponding to a character.

[0111] A detection unit that detects operations on one or more of the game media placed on the mounting unit;

[0112] A control unit, based on operations detected by the detection unit targeting the game medium, controls the progression of the game corresponding to the appearance of a character on the mounting unit; and

[0113] The unit grants privileges to the characters.

[0114] Specifically, upon detecting a specified operation targeting the game medium, the control unit changes the first character corresponding to the game medium to a second character corresponding to the game medium, thereby enabling the second character to appear in the game.

[0115] The granting unit grants a first privilege to at least one of the first role and the second role.

[0116] (2) The game device described in (1), wherein,

[0117] The mounting portion includes a first region and a second region.

[0118] The granting unit grants at least one of the first character and the second character corresponding to the game medium placed in the first area a second privilege different from the first privilege.

[0119] The granting unit does not grant the second privilege to the first character and the second character corresponding to the game medium placed in the second area.

[0120] (3) The game device described in (2), wherein,

[0121] The granting unit grants the first privilege only once for each instance of playing the game, and on the other hand, grants the second privilege multiple times.

[0122] (4) The game device described in (2) or (3), wherein,

[0123] The granting unit makes the period at which the first privilege is granted different from the period at which the second privilege is granted.

[0124] (5) The game device described in any one of (2) to (4), wherein,

[0125] The game in question is a battle game.

[0126] The granting unit grants the first privilege at the start of the game's match, and on the other hand, grants the second privilege during the game's match.

[0127] (6) The game device described in (5), wherein,

[0128] The first privilege is the privilege that turns the parameters that affect the opponent into a favorable state.

[0129] The second privilege is the privilege of turning parameters that do not affect the opponent into an advantageous state.

[0130] (7) The game device described in any one of (2) to (5), wherein,

[0131] The second privilege is a privilege that makes the progress of the game more favorable than the first privilege.

[0132] (8) The game device described in any one of (2) to (7), wherein,

[0133] The control unit, regardless of the area where the game medium is placed, changes the first character corresponding to the game medium to the second character upon detecting the specified operation, so that the second character appears in the game.

[0134] (9) The game device described in any one of (1) to (8), wherein,

[0135] The control unit, upon detecting the specified operation for the game medium, makes a change request for the game medium from the first character to the second character.

[0136] (10) The game device described in (9), wherein,

[0137] The control unit changes the first character corresponding to the corresponding game medium to the second character based on the progress of the game after the change reservation is made, so that the second character appears in the game.

[0138] (11) The game device described in (9), wherein,

[0139] After a specified period of time has elapsed since the change reservation was made, the control unit will change the first character corresponding to the corresponding game medium to the second character so that the second character can appear in the game.

[0140] (12) The game device described in any one of (9) to (11), wherein,

[0141] After the change reservation is made, the control unit changes the first character to the second character, based on the condition that the first character corresponding to the corresponding game medium is in a specified state, so that the second character appears in the game.

[0142] (13) The game device described in (12), wherein,

[0143] The specified state is the state in which the first character, corresponding to the corresponding game medium, can be operated in the game and can perform specified actions.

[0144] (14) The game device described in any one of (9) to (13), wherein,

[0145] If no change from the first character to the second character is made for any of the game media, the control unit accepts the cancellation of the change appointment.

[0146] (15) The game device described in (14), wherein,

[0147] If the specified operation is detected for multiple game media, the control unit cancels the change reservation for the game media in which the specified operation was most recently detected.

[0148] (16) The game device described in any one of (1) to (15), wherein,

[0149] The control unit controls the game medium in such a way that, even if the specified operation is detected after a change from the first character to the second character has been performed on any of the game media, the change from the first character to the second character will not be performed on the game medium on which the specified operation was performed.

[0150] (17) The game device described in any one of (1) to (16), wherein,

[0151] The specified operation is the operation of moving the game medium in a straight line on the mounting part.

[0152] (18) The game device described in (17), wherein,

[0153] The gaming device specifies the player's position during use.

[0154] The specified operation is to move the game medium on the mounting unit in a left-right direction as viewed from the player's perspective.

[0155] (19) The game device described in (17) or (18), wherein,

[0156] The specified operation is detected if the movement operation is repeated a specified number of times or more within a specified period.

[0157] (20) The game device described in any one of (1) to (19), wherein,

[0158] It also includes a display control unit, which enables the display unit to show the progress of the game.

[0159] The display control unit enables the display unit to also display the operation method of the specified operation.

[0160] (21) The game device described in (20), wherein,

[0161] The control unit accepts the specified operations for one or more game media placed on the mounting unit, provided that the game has progressed to a predetermined stage.

[0162] The display control unit, based on the condition that the game has progressed to the specified stage, causes the display unit to display the specified operation method.

[0163] (22) A program for enabling a computer to function as a unit of a game device described in any of (1) to (21).

[0164] (23) A game system, comprising a game device and a game medium corresponding to a character, wherein,

[0165] The gaming device includes:

[0166] A mounting section configured to hold the game medium;

[0167] A detection unit that detects operations on one or more of the game media placed on the mounting unit;

[0168] A control unit, based on operations detected by the detection unit targeting the game medium, controls the progression of the game corresponding to the appearance of a character on the mounting unit; and

[0169] The unit grants privileges to the characters.

[0170] Upon detecting a specified operation related to the game medium, the control unit changes the first character corresponding to the game medium to a second character corresponding to the game medium, thereby allowing the second character to appear in the game.

[0171] The granting unit grants a first privilege to at least one of the first role and the second role.

[0172] [Other Implementation Methods]

[0173] The invention is not limited to the above-described embodiments, and various modifications and alterations can be made within the scope of the invention's intent.

[0174] Explanation of reference numerals in the attached figures

[0175] 100: Gaming device; 101: Control unit; 102: Storage device; 103: Memory; 104: GPU; 110: Presentation device; 105: Operation I / F; 106: Communication I / F; 120: Payment device; 130: Reader; 140: Providing device.

Claims

1. A gaming device, comprising: The mounting section is configured to hold a game medium corresponding to a character. A detection unit that detects operations on one or more of the game media placed on the mounting unit; A control unit that controls the progress of the game, based on operations detected by the detection unit on the game medium, to control the appearance of the character corresponding to the game medium placed on the mounting unit. as well as The unit grants privileges to the roles. Specifically, upon detecting a specified operation targeting the game medium, the control unit changes the first character corresponding to the game medium to a second character corresponding to the game medium, thereby enabling the second character to appear in the game. The granting unit grants at least one of the first character and the second character a first privilege that makes the parameters that affect the opponent in the battle become favorable.

2. The gaming device according to claim 1, wherein, The mounting portion includes a first region and a second region. The granting unit grants at least one of the first character and the second character corresponding to the game medium placed in the first area a second privilege different from the first privilege. The granting unit does not grant the second privilege to the first character and the second character corresponding to the game medium placed in the second area.

3. The gaming device according to claim 2, wherein, The granting unit grants the first privilege only once for each instance of playing the game, and on the other hand, grants the second privilege multiple times.

4. The gaming device according to claim 2, wherein, The granting unit makes the period at which the first privilege is granted different from the period at which the second privilege is granted.

5. The gaming device according to claim 2, wherein, The game in question is a battle game. The granting unit grants the first privilege at the start of the game's match, and on the other hand, grants the second privilege during the game's match.

6. The gaming device according to claim 5, wherein, The second privilege is the privilege of turning parameters that do not affect the opponent into an advantageous state.

7. The gaming device according to claim 2, wherein, The second privilege is a privilege that makes the progress of the game more favorable than the first privilege.

8. The gaming device according to claim 2, wherein, The control unit, regardless of the area where the game medium is placed, changes the first character corresponding to the game medium to the second character upon detecting the specified operation, so that the second character appears in the game.

9. The gaming device according to claim 1, wherein, The control unit, upon detecting the specified operation for the game medium, makes a change request for the game medium from the first character to the second character.

10. The gaming device according to claim 9, wherein, The control unit changes the first character corresponding to the corresponding game medium to the second character based on the progress of the game after the change reservation is made, so that the second character appears in the game.

11. The gaming device according to claim 9, wherein, After a specified period of time has elapsed since the change reservation was made, the control unit will change the first character corresponding to the corresponding game medium to the second character so that the second character can appear in the game.

12. The gaming device according to claim 9, wherein, After the change reservation is made, the control unit changes the first character to the second character, based on the condition that the first character corresponding to the corresponding game medium is in a specified state, so that the second character appears in the game.

13. The gaming device according to claim 12, wherein, The specified state is the state in which the first character, corresponding to the corresponding game medium, can be operated in the game and can perform specified actions.

14. The gaming device according to claim 9, wherein, If no change from the first character to the second character is made for any of the game media, the control unit accepts the cancellation of the change appointment.

15. The gaming device according to claim 14, wherein, If the specified operation is detected for multiple game media, the control unit cancels the change reservation for the game media in which the specified operation was most recently detected.

16. The gaming device according to claim 1, wherein, The control unit controls the game medium in such a way that, even if the specified operation is detected after a change from the first character to the second character has been performed on any of the game media, the change from the first character to the second character will not be performed on the game medium on which the specified operation was performed.

17. The gaming device according to claim 1, wherein, The specified operation is the operation of moving the game medium in a straight line on the mounting part.

18. The gaming device according to claim 17, wherein, The gaming device specifies the player's position during use. The specified operation is to move the game medium on the mounting unit in a left-right direction as viewed from the player's perspective.

19. The gaming device according to claim 17, wherein, The specified operation is detected if the movement operation is repeated a specified number of times or more within a specified period.

20. The gaming device according to claim 1, wherein, It also includes a display control unit, which enables the display unit to show the progress of the game. The display control unit enables the display unit to also display the operation method of the specified operation.

21. The gaming device according to claim 20, wherein, The control unit accepts the specified operations for one or more game media placed on the mounting unit, provided that the game has progressed to a predetermined stage. The display control unit, based on the condition that the game has progressed to the specified stage, causes the display unit to display the specified operation method.

22. A computer program product comprising a program for enabling a computer to function as a unit of a gaming device according to any one of claims 1 to 21.

23. A storage medium storing a program for enabling a computer to function as a unit of a gaming device according to any one of claims 1 to 21.

24. A game system, comprising a game device and a game medium corresponding to a character, wherein, The gaming device includes: A mounting section configured to hold the game medium; A detection unit that detects operations on one or more of the game media placed on the mounting unit; A control unit that controls the progress of the game, based on operations detected by the detection unit on the game medium, to control the appearance of the character corresponding to the game medium placed on the mounting unit. as well as The unit grants privileges to the roles. Upon detecting a specified operation related to the game medium, the control unit changes the first character corresponding to the game medium to a second character corresponding to the game medium, thereby allowing the second character to appear in the game. The granting unit grants at least one of the first character and the second character a first privilege that makes the parameters that affect the opponent in the battle become favorable.