Game system, game control method and program
Patent Information
- Application Number
- JP2024021594
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-16
- Publication Date
- 2025-01-21
- Estimated Expiration
- 2041-03-15
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to games. [Background technology]
[0002] Various games using gaming value such as credits have been proposed in the past. For example, Patent Document 1 discloses a technology in which an instruction to use gaming value (i.e., bet) is received from a user, and a reward is given to the user in a quantity according to the result of a lottery game, and the amount of reward is increased when a predetermined condition is met. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5526633 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, a game has been proposed in which game elements such as racehorses used in a lottery game can be developed by using game value, in addition to using game value in a lottery game as in Patent Document 1. However, in a configuration in which game elements are simply strengthened according to the amount of game value used, a tendency appears that users who use a large amount of game value can develop the game advantageously. Therefore, there is a problem that users who use a small amount of game value or beginners who have just started playing a game have difficulty experiencing the fun of developing their own game elements. On the other hand, in a situation in which a user can fully experience the fun of a game by using a small amount of game value, there is a problem that the opportunity for the user to freely use game value is limited. In consideration of the above circumstances, one aspect of the present invention aims to suppress a significant difference in game elements according to the amount of game value used while maintaining the opportunity for the user to use a large amount of game value. [Means for solving the problem]
[0005] In order to solve the above problems, a game system according to one embodiment of the present invention is a system for controlling a game in which a first stage and a second stage are repeated, and includes an instruction receiving unit that receives from a user an instruction for a variable usage amount of game value in the first stage, an update processing unit that updates parameters related to the user's game elements in accordance with a consumption amount which is part of the usage amount in the first stage, an adjustment value setting unit that sets an adjustment value in accordance with the usage amount, a progress control unit that progresses a specific game using the game elements in the second stage, and a reward management unit that grants a reward corresponding to the adjustment value to the user in accordance with the result of the specific game in the second stage.
[0006] A game control method according to one embodiment of the present invention is a method for controlling a game in which a first stage and a second stage are repeated, in which, in the first stage, an instruction for a variable usage amount of game value is received from a user, in the first stage, parameters related to game elements of the user are updated in accordance with a consumption amount which is part of the usage amount, and an adjustment value is set in accordance with the usage amount, in the second stage, a specific game using the game elements is progressed, and in the second stage, a reward corresponding to the adjustment value is awarded to the user in accordance with the result of the specific game.
[0007] A program according to one embodiment of the present invention controls a computer system to function as an instruction receiving unit that receives instructions from a user regarding a variable usage amount of game value in the first stage, an update processing unit that updates parameters related to the user's game elements in accordance with a consumption amount that is part of the usage amount in the first stage, an adjustment value setting unit that sets an adjustment value in accordance with the usage amount, a progress control unit that progresses a specific game using the game elements in the second stage, and a reward management unit that grants a reward corresponding to the adjustment value to the user in accordance with the result of the specific game in the second stage. [Brief description of the drawings]
[0008] [Figure 1] 1 is a plan view illustrating an example of the appearance of a game system according to a first embodiment. [Diagram 2] FIG. 1 is a block diagram illustrating a configuration of a game system. [Diagram 3] FIG. 2 is a schematic diagram of game data. [Figure 4] FIG. 2 is a block diagram illustrating an example of the functional configuration of the game system. [Diagram 5] FIG. 13 is a schematic diagram of a training screen. [Figure 6] FIG. 13 is a schematic diagram of options for multipliers on the training screen. [Figure 7] FIG. 13 is a schematic diagram of a training screen. [Figure 8] FIG. 13 is a schematic diagram of a reward amount table. [Figure 9] 11 is a flowchart illustrating a part of a control process. [Figure 10] 10 is a flowchart illustrating another part of the control process. [Figure 11] FIG. 13 is a schematic diagram of a result screen. [Figure 12] FIG. 11 is a schematic diagram of a display screen for a first ranking in the second embodiment. [Figure 13] FIG. 11 is a schematic diagram of a display screen for a second ranking in the second embodiment. [Figure 14] 10 is a flowchart illustrating the operation of a game system and a management system in a second embodiment. [Figure 15] 13 is a flowchart illustrating the operation of a reward management unit in the third embodiment. [Figure 16] FIG. 13 is a schematic diagram of a limit value table in the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The embodiments of the present invention will be described with reference to the drawings. The embodiments exemplified below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments exemplified below.
[0010] [First embodiment] 1 is a plan view of a game system 100 according to a first embodiment. The game system 100 is installed in, for example, a gaming facility. The gaming facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. In reality, a plurality of game systems 100 are installed in different gaming facilities, but the following description will focus on one arbitrary game system 100 for convenience.
[0011] The game system 100 of the first embodiment provides a horse racing game in which a training stage and a race stage are alternately repeated to a plurality of users. The training stage is a stage in which each user develops a virtual racehorse owned by the user (hereinafter referred to as "owned horse"). The competition stage is a stage in which a plurality of racehorses trained in the training stage race. In the competition stage, a virtual race between the plurality of racehorses progresses. Racehorses (owned horses) are an example of a "game element" used in a horse racing game. The training stage is an example of a "first stage", and the competition stage is an example of a "second stage".
[0012] 1, the game system 100 of the first embodiment includes a central unit 10 and a plurality of stations 20. The plurality of stations 20 are installed, for example, around the central unit 10. Each station 20 is a unit used by a user to play a horse racing game. The game system 100 may be realized as a single device, or may be realized as a plurality of devices configured separately from each other.
[0013] The central unit 10 includes a field 16 simulating a racecourse and a plurality of model horses 17 simulating racehorses. The plurality of model horses 17 move on the field 16. Each model horse 17 corresponds to one of a plurality of racehorses competing on a race stage. In other words, the plurality of model horses 17 three-dimensionally express the appearance of a plurality of racehorses competing.
[0014] Each of the multiple stations 20 includes a display device 23, an operation device 24, and a reception device 25. The display device 23 displays various images according to the progress of the horse racing game. For example, various display panels such as a liquid crystal display panel or an organic EL (Electroluminescence) panel are used as the display device 23. The operation device 24 is an input device that receives operations by the user. Specifically, a touch panel that detects the user's contact with the display surface of the display device 23 is used as the operation device 24. However, for example, multiple operators operated by the user may be used as the operation device 24.
[0015] The reception device 25 receives a value medium from a user. The value medium is, for example, a physical medal (token) or an electronic medal. Specifically, the reception device 25 includes a transport path for transporting the physical medals supplied to the insertion port by the user, and a counter for counting the physical medals. In addition, a communication device that communicates with a management server device (not shown) that manages the accounts of the electronic medals for each user may be used as the reception device 25. For example, the reception device 25 executes a withdrawal process for transferring the electronic medal from an account managed by the management server device to the game system 100, and a deposit process for transferring the electronic medal to the account of the management server device. In addition, a reader that transfers the electronic medal from a recording medium such as an IC card on which the electronic medal is recorded to the game system 100 may be used as the reception device 25. A quantity of credits corresponding to the quantity of the value medium received by the reception device 25 is set in a state that can be used by the user. The credits are a game value for the user to play the game.
[0016] Fig. 2 is a block diagram illustrating an example of the configuration of the game system 100. Fig. 2 representatively illustrates a specific configuration of one station 20 among the plurality of stations 20. Each of the plurality of stations 20 includes a control device 21 and a storage device 22 in addition to the display device 23, operation device 24, and reception device 25 described above.
[0017] The control device 21 is a single or multiple processors that control the operation of the station 20. Specifically, the control device 21 is configured by one or more types of processors, such as a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC).
[0018] The storage device 22 is one or more memories that store the programs executed by the control device 21 and various data used by the control device 21. For example, a well-known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 22. The storage device 22 in the first embodiment stores the amount of credits owned by the user (hereinafter referred to as the "owned amount") C. The owned amount C is the amount of credits that the user can use in the horse racing game.
[0019] 2, the game system 100 includes a control device 11, a storage device 12, a communication device 13, and a drive device 14 in addition to the multiple stations 20 described above. The control device 11 is a single or multiple processors that control the entire game system 100. Specifically, the control device 11 is configured by one or more types of processors such as a CPU, a GPU, a DSP, an FPGA, or an ASIC. Note that the control device 11 may realize the function of the control device 21. In other words, the control device 21 of each station 20 may be omitted.
[0020] The driving device 14 moves each of the multiple model horses 17 under the control of the control device 11. Note that instead of driving the multiple model horses 17, a video of multiple race horses racing may be displayed on a display device (not shown) of the central unit 10 or on a display device 23 of each station 20.
[0021] The storage device 12 is a single or multiple memories that store the programs executed by the control device 11 and various data used by the control device 11. For example, a well-known recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 12. Note that a portable recording medium that is detachable from the game system 100, or a recording medium (e.g., cloud storage) that the control device 11 can write or read via a communication network 200 such as the Internet, may be used as the storage device 12. Note that the function of the storage device 22 may be realized by the storage device 12. That is, the storage device 22 of each station 20 may be omitted.
[0022] The communication device 13 communicates with a management system 300 via a communication network 200. The management system 300 is a server system including a control device 31, a storage device 32, and a communication device 33. The management system 300 may be understood as an element of the game system 100.
[0023] The control device 31 is a single or multiple processors that control the entire management system 300. Specifically, the control device 31 is configured by one or more types of processors such as a CPU, a GPU, a DSP, an FPGA, or an ASIC. The communication device 33 communicates with the game system 100 via the communication network 200.
[0024] The storage device 32 is one or more memories that store programs executed by the control device 31 and various data used by the control device 31. For example, a well-known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is used as the storage device 32. The storage device 32 of the first embodiment stores game data G for each of multiple users. Game data G is stored in the storage device 32 for multiple users who use any of multiple game systems 100 installed in different gaming facilities.
[0025] FIG. 3 is a schematic diagram of the game data G of each user. As illustrated in FIG. 3, the game data G of each user includes the user's identification information U, the user's name N, and racehorse data H related to the horse owned by the user. The identification information U is a code string for identifying the user. Each user is given a registration card by prior registration. The registration card is a recording medium on which the user's identification information is recorded. Of the multiple game data G stored in the management system 300, the game data G corresponding to the identification information U that matches or is related to the identification information recorded on the user's registration card is transferred from the management system 300 to the game system 100. The user's name N is, for example, a character string set by the user at the time of registration.
[0026] The racehorse data H is data relating to horses owned by the user. Specifically, the racehorse data H includes attribute data H1, ability parameters H2, and performance data H3. The attribute data H1 is data representing the attributes of the owned horse. Specifically, attributes such as the name, sex, age, and coat color of the owned horse are specified by the attribute data H1. The ability parameters H2 are parameters relating to the abilities of the owned horse. Specifically, the ability parameters H2 include multiple ability values such as the speed, stamina, and condition of the owned horse. The ability parameters H2 are an example of a "parameter".
[0027] The performance data H3 includes the past track record of the owned horse (e.g., the ranking in each race), a first total reward amount P1, and a second total reward amount P2. The first total reward amount P1 is the total value of the basic reward B that the user has acquired in one or more past races. The basic reward B is a virtual prize (e.g., game score) that is awarded to the user according to the results of the races in the competition stage.
[0028] In addition, in the battle stage, in addition to the basic reward B, a special reward W is awarded to the user depending on the results of the race. The special reward W is credits awarded to the user as a reward. In other words, the special reward W is added to the amount of credits C owned by the user. The second total reward amount P2 of the performance data H3 is the total value of the special rewards W acquired by the user in one or more past races. As can be understood from the above explanation, in the first embodiment, the first total reward amount P1 and the second total reward amount P2 are counted separately.
[0029] Of the multiple game data G stored in the storage device 32 of the management system 300, the game data G of a user who plays a horse racing game using the game system 100 is transmitted from the communication device 33 to the game system 100. The communication device 13 of the game system 100 receives the game data G from the management system 300. The game data G of each user is stored in the storage device 12 or the storage device 22.
[0030] FIG. 4 is a block diagram illustrating a functional configuration of the game system 100. The control device 11 of the central unit 10 realizes a specific function by executing a program stored in the storage device 12. Similarly, the control device 21 of each station 20 realizes a specific function by executing a program stored in the storage device 22. As illustrated in FIG. 4, the control device 11 and each control device 21 realize a control processing unit 40 for controlling the horse racing game. Each function of the control processing unit 40 may be realized by the control device 11 or the control device 21 alone, or may be realized by the control device 11 and the control device 21 in cooperation with each other. As illustrated in FIG. 4, the control processing unit 40 includes a display control unit 41, an instruction receiving unit 42, an update processing unit 43, an adjustment value setting unit 44, a progress control unit 45, and a reward management unit 46.
[0031] The display control unit 41 causes the display device 23 of each station 20 to display various images related to the horse racing game. Specifically, the display control unit 41 causes the display device 23 to display images corresponding to each of the training stage and the competition stage. Fig. 5 is a schematic diagram of a screen (hereinafter referred to as "training screen") Qa that the display control unit 41 causes each display device 23 to display in the training stage. As illustrated in Fig. 5, the training screen Qa includes an information display area Qa1, a training selection area Qa2, and a magnification selection area Qa3.
[0032] In the information display area Qa1, various information indicated by the racehorse data H of the owned horse is displayed. In the information display area Qa1 illustrated in Fig. 5, the name, sex, and age of the owned horse represented by the attribute data H1, and the race record and the first total remuneration amount P1 represented by the performance data H3 are displayed. Note that other information related to the owned horse (for example, the second total remuneration amount P2) may be displayed in the information display area Qa1.
[0033] The training selection area Qa2 is an image for the user to indicate the training method to be implemented for raising the owned horse. Specifically, the training selection area Qa2 displays a plurality of training methods that are candidates for selection by the user. The plurality of training methods are, for example, classified into physical training and mental training. The physical training includes a plurality of training methods (turf / dirt / hill) for strengthening the owned horse's physical ability (e.g., speed and stamina). The mental training includes a plurality of training methods (walk / feed / hot spring) for adjusting the owned horse's mental ability (e.g., condition). The user can select any one of the plurality of training methods in the training selection area Qa2 by operating the operation device 24. Note that one or more training methods may be automatically selected in the training stage (i.e., without the need for manual selection by the user).
[0034] For each of the multiple training methods in the training selection area Qa2, the amount of credits required to select the training method (hereinafter referred to as the "usage amount") X is displayed. The usage amount X is the amount of credits consumed to select each training method (i.e., the bet amount). The usage amount X is set individually for each training method. Note that the usage amount X may be the same value for two or more training methods.
[0035] The usage amount X in the first embodiment is the multiplication value (X=Y×R) of the consumption amount Y and the magnification R. The consumption amount Y is a numerical value (X≦Y) corresponding to a part or all of the usage amount X. The consumption amount Y can also be said as the basic quantity of credits consumed for a user to select a desired training method. The magnification R means the ratio of the usage amount X to the consumption amount Y, and is set to a numerical value of "1" or more. When the magnification R is "1", the usage amount X matches the consumption amount Y (X=Y). Since the magnification R is assumed to be "1" in FIG. 5, the usage amount X exemplified in FIG. 5 for each training method corresponds to the consumption amount Y of the training method. On the other hand, when the magnification R is more than "1", the usage amount X exceeds the consumption amount Y (X>Y). When the usage amount X exceeds the consumption amount Y, a part of the usage amount X corresponds to the consumption amount Y.
[0036] The magnification selection area Qa3 is an image for the user to specify the magnification R. When the user operates the magnification selection area Qa3, as illustrated in FIG. 6, a plurality of candidate values (x1, x2, x5, x10, x20) for the magnification R are displayed. The user can select one of the plurality of candidate values as the magnification R by operating the operation device 24. Note that a phrase suggesting the candidate value of the magnification R to the user may be displayed on the display device 23. For example, for the numerical value "1" of the magnification R, a phrase such as "normal" meaning a standard value may be displayed. According to the above embodiment, the user can easily grasp the standard value of the magnification R. Also, the user may directly specify the numerical value of the magnification R by operating the operation device 24.
[0037] The display control unit 41 updates the usage amount X of each training method according to the multiplier R selected by the user. As described above, FIG. 5 illustrates the usage amount X of each training method when the multiplier R is "1". When the user selects "10" as the multiplier R, the usage amount X of each training method is updated to a value ten times the value illustrated in FIG. 5, as illustrated in FIG. 7. As can be understood from the above explanation, the consumption amount Y is a fixed value set for each training method, whereas the usage amount X is a variable value according to the multiplier R selected by the user.
[0038] 4 receives instructions from the user to the operation device 24. For example, in a training stage, the instruction receiving unit 42 receives an instruction from the user to select one of multiple candidate values displayed in the magnification selection area Qa3 as the magnification R. As described above, the usage amount X of each training method is set to the multiplication value of the magnification R selected by the user and the consumption amount Y corresponding to the training method.
[0039] The instruction receiving unit 42 also receives an instruction from the user to select one of the multiple training methods in the training selection area Qa2. Since the usage amount X is set for each training method, the instruction by the user to select a desired training method from the training selection area Qa2 corresponds to an instruction for the usage amount X corresponding to the training method.
[0040] The instruction receiving unit 42 subtracts the usage amount X corresponding to the training method selected by the user from the user's owned credit amount C. That is, when the user selects a desired training method, the usage amount X corresponding to the training method is consumed from the owned credit amount C. Therefore, the selection of a training method can be said as an instruction to consume the usage amount X of credits.
[0041] The update processing unit 43 updates the performance parameters H2 of the horse owned by the user in response to an instruction from the user of the usage amount X. Specifically, the update processing unit 43 updates the performance parameters H2 of the horse owned by the user in response to the consumption amount Y of the usage amount X. For example, the update processing unit 43 changes the performance value corresponding to the training method among the multiple performance values represented by the performance parameters H2 by an amount corresponding to the consumption amount Y. The amount of change in the performance parameters H2 is set, for example, in response to the consumption amount Y and a random number generated stochastically.
[0042] As described above, the consumption amount Y is a fixed value set for each training method. Therefore, the change amount of the ability parameter H2 is set according to the training method selected by the user and does not depend on the multiplier R. Therefore, if the training method selected by the user is common (i.e., the consumption amount Y is common), even if the usage amount X differs depending on the multiplier R, the ability parameter H2 is updated in the same way according to the consumption amount Y, although it is affected by the random number described above. For example, assuming a situation in which the user selects a training method in which the consumption amount Y is "4", the ability parameter H2 is updated according to the consumption amount Y of "4" in both cases where the multiplier R is "1" (X=4) and where the multiplier R is "10" (X=40). In other words, the difference in the multiplier R does not affect the update of the ability parameter H2.
[0043] As described above, in the training stage, a game event (hereinafter referred to as a "training event") in which the user trains his / her horse is executed. One training event includes the reception of an instruction for the usage amount X (i.e., an instruction to select a training method) by the instruction reception unit 42, and the update of the ability parameter H2 by the update processing unit 43. That is, for each training event, the instruction reception unit 42 receives an instruction for the usage amount X, and the update processing unit 43 updates the ability parameter H2.
[0044] The adjustment value setting unit 44 in Fig. 4 sets an adjustment value Z according to the usage amount X specified by the user. The adjustment value Z is updated for each training event. Specifically, an addition value D according to the usage amount X is added to the adjustment value Z for each training event (Z←Z+D).
[0045] The additional value D in the first embodiment is a numerical value obtained by subtracting the consumption amount Y from the usage amount X (D=XY). That is, the remaining amount obtained by subtracting the consumption amount Y for updating the capacity parameter H2 from the usage amount X is used as the additional value D to increase the adjustment value Z. In other words, the usage amount X is divided into the consumption amount Y for updating the capacity parameter H2 and the additional value D for increasing the adjustment value Z.
[0046] As can be understood from the above description, the adjustment value setting unit 44 of the first embodiment sets the adjustment value Z by accumulating the added value D obtained by subtracting the consumption amount Y from the usage amount X for each training event. That is, the adjustment value setting unit 44 sets the adjustment value Z for each training event. As described above, the consumption amount Y is a fixed value set for each training method, whereas the added value D (D=XY) is a variable value that depends on the multiplication factor R specified by the user. That is, the larger the multiplication factor R, the larger the value of the added value D is set to. Therefore, the larger the usage amount X specified by the user in the training stage, the larger the value of the adjustment value Z, which is the accumulated added value D, is set to.
[0047] The progress control unit 45 progresses the race in the competition stage. Specifically, the progress control unit 45 determines the ranking of each of the multiple racehorses participating in the race. The ranking of the multiple racehorses is determined according to the ability parameter H2 of each racehorse and a random number that is generated probabilistically. In general, the larger the numerical value represented by the ability parameter H2 of a racehorse, the more likely it is that the racehorse will achieve a higher ranking in the race. Any known technology may be used to determine the ranking of each racehorse according to the ability parameter H2. For example, the progress control unit 45 may determine the ranking of each racehorse by applying the ability parameter H2 to simulate a race involving multiple racehorses.
[0048] The reward management unit 46 grants the user a special reward W according to the result of the race in the battle stage. Specifically, the reward management unit 46 adds the special reward W to the amount of credits owned by the user C (C←C+W).
[0049] The special reward W is set according to a specific basic reward B and an adjustment value Z set by the adjustment value setting unit 44. Specifically, the reward management unit 46 calculates the special reward W by adding the basic reward B and the adjustment value Z (W=B+Z). As can be understood from the above explanation, when the adjustment value Z is 0, the user is granted the same amount of special reward W as the basic reward B (W=B). In other words, the special reward W is set to a quantity adjusted according to the adjustment value Z with the basic reward B as the initial value. When added to the basic reward B to calculate the special reward W, the adjustment value Z is initialized to 0.
[0050] The reward amount table T1 is used for setting the basic reward B by the reward management unit 46. The reward amount table T1 is stored in the storage device 12 or the storage device 22. FIG. 8 is a schematic diagram of the reward amount table T1. As illustrated in FIG. 8, the reward amount table T1 is a data table in which the basic reward B is registered for each condition related to the race executed in the battle stage (hereinafter referred to as "race condition"). The race condition is, for example, a condition such as distance, racecourse, course (turf / dirt), or class (grade).
[0051] Specifically, in the reward amount table T1, a plurality of basic rewards B (B1, B2, ...) corresponding to different rankings in a race are registered for each race condition. The basic reward B corresponding to a combination of one race condition and one ranking means a virtual prize money that is awarded to the user when the owned horse achieves the corresponding ranking in a race under the race condition.
[0052] The reward management unit 46 sets the basic reward B for each race condition (i.e., for each race) by referring to the reward amount table T1. Specifically, the reward management unit 46 identifies, from among the multiple basic rewards B registered in the reward amount table T1, the basic reward B that corresponds to the combination of the race condition of the race in which the user's horse will run and the ranking of the user's horse in that race.
[0053] As described above, the more the usage amount X instructed by the user in the training stage, the larger the adjustment value Z becomes, and as a result, the special reward W is set to a larger value. In other words, a user who instructs a large usage amount X can earn a large amount of special reward W according to the results of the race. Therefore, it is possible to provide the user with ample opportunities to use a large number of credits.
[0054] 9 and 10 are flow charts illustrating specific steps of the processing (hereinafter referred to as "control processing") executed by the control device 11 and the control device 21. For example, the control processing is started in response to an instruction from a user via the operation device 24. In parallel with the control processing, the display control unit 41 causes the display device 23 to display an image according to the progress of the horse racing game. Note that, in reality, a plurality of users using different stations 20 play the horse racing game simultaneously, but the following explanation focuses on the processing related to one user for convenience.
[0055] When the control process is started, the control processing unit 40 receives the user's game data G from the management system 300 via the communication device 13, and stores the game data G in the storage device 12 or storage device 22 (Sa1). When the user's game data G is prepared, the training stage (Sa2-Sa8) starts. Note that the racehorse data H of each owned horse may be provided exclusively to the game system 100 from which the user acquired the owned horse. In other words, the user can use the owned horse acquired and trained in a specific game system 100 only in the horse racing game of that game system 100. However, a form in which the owned horse can be shared between multiple game systems 100 is also envisioned.
[0056] The instruction receiving unit 42 determines whether or not an instruction for the multiplier R has been received from the user (Sa2). When the instruction receiving unit 42 receives an instruction for the multiplier R (Sa2: YES), the display control unit 41 updates the usage amount X of each training method on the training screen Qa to a numerical value according to the multiplier R instructed by the user (Sa3). On the other hand, when the instruction for the multiplier R is not received (Sa2: NO), the usage amount X is not updated.
[0057] The instruction receiving unit 42 judges whether or not an instruction for the usage amount X has been received from the user (Sa4). That is, it is judged whether or not a training method has been instructed by the user. When the instruction receiving unit 42 receives an instruction for the usage amount X (Sa4: YES), the instruction receiving unit 42 subtracts the usage amount X instructed by the user from the owned amount C of credits stored in the storage device 22 (Sa5).
[0058] The update processing unit 43 updates the performance parameter H2 of the horse owned by the user in response to an instruction of the usage amount X by the user (Sa6). Specifically, the update processing unit 43 updates the performance parameter H2 in response to the consumption amount Y, which is a part of the usage amount X. In addition, the adjustment value setting unit 44 sets an adjustment value Z in response to the usage amount X instructed by the user (Sa7). Specifically, the adjustment value setting unit 44 adds an addition value D corresponding to the usage amount X to the current adjustment value Z.
[0059] The instruction receiving unit 42 determines whether or not the end condition of the training stage is satisfied (Sa8). The end condition of the training stage is a condition related to the instruction of the usage amount X by the user. Specifically, the end condition in the first embodiment is that the number of times that the instruction receiving unit 42 receives an instruction of the usage amount X from the user reaches a predetermined upper limit value. That is, the training stage ends when the number of instructions of the usage amount X reaches the upper limit value. As can be understood from the above description, the instruction receiving unit 42 in the first embodiment limits the number of times that the instruction of the usage amount X is received from the user in the training stage to within a predetermined limit number (i.e., within a range below the upper limit value). That is, the number of training events in one training stage is limited to within the limit number. The user can select a desired training method within the limit number. That is, the user can select each of the multiple training methods at an arbitrary ratio of the number of times within the limit number.
[0060] If the end condition is not met (Sa8: NO), the training stage continues. As can be understood from the above explanation, until the end condition is met, the reception of the instruction for the multiplier R or the usage amount X (Sa2-Sa5), the update of the ability parameter H2 (Sa6), and the update of the adjustment value Z (Sa7) are repeated.
[0061] When the end condition is met (Sa8: YES), the training stage ends, and the battle stage (Sa9-Sa15) illustrated in Fig. 10 starts. Even when the end condition is not met, if the user instructs the end of the training stage by operating the operation device 24, the training stage transitions to the battle stage.
[0062] When the race stage starts, the user can operate the operation device 24 to instruct his / her horse to run in a desired race. The user's instruction to run (hereinafter referred to as "race instruction") includes the specification of the race conditions for the race to be run. The instruction receiving unit 42 determines whether or not the instruction to run has been received from the user (Sa9).
[0063] When the instruction receiving unit 42 receives an instruction to enter a race from the user (Sa9: YES), the progress control unit 45 progresses the race in which multiple racehorses will participate (Sa10). Specifically, the progress control unit 45 determines the ranking of each racehorse according to the ability parameter H2 of each of the multiple racehorses. The progress control unit 45 also controls the drive device 14 to move each of the multiple model horses 17.
[0064] When the ranking of each racehorse is determined by the processing of the progress control unit 45, the reward management unit 46 sets a special reward W for the horse owned by the user (Sa11). As described above, the special reward W is calculated by adding the basic reward B set for each race to the adjustment value Z set by the adjustment value setting unit 44 (W=B+Z). The adjustment value Z is initialized to 0 by adding it to the basic reward B. The reward management unit 46 adds the special reward W to the owned amount C of credits stored in the storage device 12 (Sa12). In other words, the special reward W is granted to the user.
[0065] The reward management unit 46 adds the current basic reward B to the first total reward amount P1 of the user represented by the performance data H3 (Sa13). That is, the first total reward amount P1 is a numerical value obtained by summing up the basic rewards B for one or more past races, as described above. The reward management unit 46 also adds the current special reward W to the second total reward amount P2 of the user represented by the performance data H3 (Sa14). That is, the second total reward amount P2 is a numerical value obtained by summing up the special rewards W for one or more past races, as described above.
[0066] The display control unit 41 causes the display device 23 to display a screen (hereinafter referred to as the "result screen") Qb showing the results of the race (Sa15). As illustrated in FIG. 11, the result screen Qb displays the basic reward B and the special reward W in addition to the ranking obtained by the horse owned by the user. Also, as illustrated in FIG. 11, the first total reward amount P1 and the second total reward amount P2 after update according to the result of this race are displayed on the result screen Qb. As described above, in the competition stage, the progress of the race (Sa10), the management of rewards (Sa11-Sa14), and the display of the results (Sa15) are executed. Note that if the instruction receiving unit 42 does not receive a race instruction from the user in the competition stage (Sa9: NO), the competition stage ends without executing the above-mentioned processes (Sa9-Sa15).
[0067] When the competition stage ends, the instruction receiving unit 42 judges whether or not an instruction to end the horse racing game has been received from the user (Sa16). If the instruction receiving unit 42 does not receive an instruction to end the horse racing game (Sa16: NO), the process proceeds to step Sa2. That is, the competition stage ends, and the training stages (Sa2-Sa8) start.
[0068] As can be understood from the above explanation, in the horse racing game, the training stage and the competition stage are repeated. Specifically, the training stage is repeated multiple times. That is, the reception of an instruction for the multiplier R or the usage amount X (Sa2-Sa5), the update of the ability parameter H2 (Sa6), and the update of the adjustment value Z (Sa7) are repeated multiple times. Also, the competition stage is repeated multiple times. That is, the progress of the race (Sa10), the management of the reward (Sa11-Sa14), and the display of the result (Sa15) are repeated multiple times.
[0069] On the other hand, if the instruction receiving unit 42 receives an end instruction (Sa16: YES), the control processing unit 40 transmits the game data G stored in the storage device 12 to the management system 300 via the communication device 13 (Sa17). The management system 300 updates the existing game data G of the user to the new game data G received from the game system 100.
[0070] As described above, in the first embodiment, the ability parameter H2 of the racehorse is updated according to the consumption amount Y, which is a part of the usage amount X specified by the user. Therefore, compared to a configuration in which the ability parameter H2 is updated according to the entire usage amount X, a significant difference in the ability parameter H2 according to the amount of usage X is suppressed. Therefore, a situation in which a user who uses a large number of credits can develop a race with an excessive advantage is suppressed. In other words, even a user who does not use a large number of credits is not at an excessive disadvantage in the race. Therefore, a decrease in the interest of the horse racing game can be suppressed. On the other hand, an adjustment value Z is set according to the usage amount X specified by the user, and a special reward W according to the adjustment value Z is given to the user in the battle stage. Therefore, a sufficient incentive and opportunity to use a large number of credits can be given to the user.
[0071] Incidentally, in a form in which a user can acquire a racehorse by using credits, a configuration (hereinafter referred to as a "comparative version") is also envisaged in which the amount of rewards that can be acquired in the competition stage is determined according to the amount of credits used to acquire the racehorse (hereinafter referred to as the "acquired amount of credits"). In the comparative version, the amount of rewards is determined according to the acquired amount of credits at the initial stage of acquiring the racehorse. For example, a racehorse with a larger acquired amount of credits can acquire more rewards in a race. On the other hand, in the first embodiment, a training stage including reception of an instruction for the amount of credits X that affects the special reward W and updating of the ability parameter H2 is repeated. Therefore, a highly entertaining horse racing game is realized in which the user can strategically instruct the amount of credits X to be used for each training stage while checking the ability parameter H2 of the horse he owns at any time.
[0072] In the first embodiment, the usage amount X is a multiplication value of the consumption amount Y and the magnification R, and the instruction receiving unit 42 receives an instruction for the usage amount X and an instruction for the magnification R. Therefore, the user can clearly understand the consumption amount Y that contributes to updating the ability parameter H2 of the owned horse out of the usage amount X, and the magnification R that contributes to the special reward W in the battle stage.
[0073] In the first embodiment, the adjustment value Z is set by adding up the additional value D according to the usage amount X for multiple instructions from the user. Therefore, the user can be given an incentive to use a large number of credits across multiple training stages. In the above explanation, an example was given of a configuration in which the additional value D is added to the adjustment value Z for each training event, but the timing of calculating the adjustment value Z from the multiple additional values D is not limited to the above example. For example, in the stage (Sa11) in which the special reward W is set in the battle stage, the adjustment value Z may be calculated by adding up multiple past additional values D.
[0074] In the first embodiment, the user is given a special reward W in an amount according to the basic reward B and the adjustment value Z, which are set for each race in the battle stage. Therefore, the special reward W can be varied for each race depending on the adjustment value Z.
[0075] [Second embodiment] A second embodiment of the present invention will be described. Note that, in each of the following exemplary embodiments, for elements whose functions are similar to those of the first embodiment, the reference numerals used in the description of the first embodiment will be used and detailed descriptions of each will be omitted as appropriate.
[0076] The second embodiment is an embodiment in which the function of the display control unit 41 is added to the first embodiment. The configuration and operation described above for the first embodiment are also adopted in the second embodiment. Therefore, the second embodiment achieves the same effects as the first embodiment.
[0077] In addition to the same processes as those in the first embodiment, the display control unit 41 in the second embodiment executes a process of displaying rankings related to rewards previously acquired by a plurality of users on the display device 23. Specifically, the display control unit 41 selectively displays each of the first ranking and the second ranking on the display device 23.
[0078] 12 is a schematic diagram of the first ranking display screen Q1. The first ranking is a ranking of the first total reward amount P1, which is the total value of the basic reward B. Specifically, the first ranking is a list in which the user's name N and the first total reward amount P1 are arranged for each of a predetermined number of users ranked in the top positions in descending order of the first total reward amount P1.
[0079] 13 is a schematic diagram of the display screen Q2 of the second ranking. The second ranking is a ranking of the second total reward amount P2, which is the total value of the special reward W. Specifically, the second ranking is a list in which the user's name N and the second total reward amount P2 are arranged for each of a predetermined number of users ranked in the top positions in descending order of the second total reward amount P2.
[0080] A user who has acquired a large number of special rewards according to the adjustment value Z by using a large number of credits in the training stage is likely to acquire a high rank in the second ranking. Therefore, by displaying the second ranking, an effective incentive to use a large number of credits in the training stage can be given to the user. On the other hand, the first ranking is a ranking that does not directly depend on the adjustment value Z. That is, a user who tends to suppress the use of credits in the training stage has difficulty acquiring a high rank in the second ranking, but may be able to acquire a high rank in the first ranking by acquiring the basic reward B. Therefore, by displaying the first ranking, an incentive is given to users who tend not to use a large number of credits to play the horse racing game. As can be understood from the above explanation, according to the second embodiment, both users who use a large number of credits and users who use a small number of credits can maintain an incentive to play the horse racing game.
[0081] Fig. 14 is a flowchart illustrating the operation of the game system 100 and the management system 300 in the second embodiment. The process of Fig. 14 is executed at predetermined time intervals in parallel with the above-mentioned control process (Figs. 9 and 10).
[0082] A user can instruct to display either the first ranking or the second ranking by operating the operation device 24. The instruction receiving unit 42 determines whether or not the user has instructed to display the ranking (Sb1). If the instruction receiving unit 42 does not receive an instruction to display the ranking (Sb1: NO), the process exemplified below is not executed.
[0083] When the instruction receiving unit 42 receives an instruction to display the rankings (Sb1: YES), the display control unit 41 transmits an information request from the communication device 13 to the management system 300 (Sb2). The information request specifies the type of ranking (first ranking / second ranking) instructed by the user.
[0084] The control device 31 of the management system 300 receives an information request through the communication device 33 (Sc1). The control device 31 determines from the information request whether the ranking designated by the user is the first ranking (Sc2). If the first ranking is designated by the user (Sc2: YES), the control device 31 generates list data of the first ranking (Sc3). The list data of the first ranking is a list in which the name N and the first total reward amount P1 are designated for each user listed in the first ranking. Specifically, the control device 31 extracts game data G of a predetermined number of users ranked in the top in descending order of the first total reward amount P1 from a plurality of game data G stored in the storage device 32, and generates list data in which the name N and the first total reward amount P1 registered in each extracted game data G are arranged.
[0085] On the other hand, if the second ranking is instructed by the user (Sc2: NO), the control device 31 generates list data of the second ranking (Sc4). The list data of the second ranking is a list in which the name N and the second total reward amount P2 are specified for each user to be listed in the second ranking. Specifically, the control device 31 extracts game data G of a predetermined number of users who are ranked in the top in descending order of the second total reward amount P2 from a plurality of game data G stored in the storage device 32, and generates list data in which the name N and the second total reward amount P2 registered in each game data G after extraction are arranged. As can be understood from the above explanation, the control device 31 of the management system 300 functions as an element (counting processing unit) that generates the first ranking regarding the first total reward amount P1 or the second ranking regarding the second total reward amount P2.
[0086] The control device 31 transmits the list data generated by the above procedure from the communication device 33 to the requesting game system 100 (Sc5). The display control unit 41 of the game system 100 receives the list data via the communication device 13 (Sb3). The display control unit 41 then generates an image of the rankings represented by the list data, and causes the display device 23 to display the image (Sb4). That is, the ranking selected by the user from the first ranking and the second ranking is displayed on the display device 23.
[0087] In the second embodiment, the management system 300 generates the rankings in response to a user's instruction to display the rankings (or reception of an information request), but the timing at which the management system 300 generates the rankings is not limited to the above example. For example, the control device 31 of the management system 300 may generate list data of the first ranking and the second ranking at a predetermined cycle. When receiving an information request from the game system 100, the control device 31 of the management system 300 transmits the latest list data at the time of reception to the game system 100 that is the requestor. The management system 300 may generate image data representing an image of the first ranking or the second ranking and transmit it to the game system 100.
[0088] [Third embodiment] The third embodiment is an embodiment in which the process related to the adjustment value Z is changed from that of the first embodiment. The configuration and operation other than the changes from the first embodiment described below are the same as those of the first embodiment. Therefore, the third embodiment also achieves the same effects as the first embodiment.
[0089] FIG. 15 is a flowchart illustrating the operation of the reward management unit 46 in the third embodiment. The process of FIG. 15 is executed in step Sa11 in FIG. 10. When the process of FIG. 15 starts, the reward management unit 46 sets a limit value L (Sd1). The limit value L means the maximum value of the adjustment values Z set by the adjustment value setting unit 44 that can be used as the special reward W. The limit value table T2 is used to set the limit value L by the reward management unit 46. The limit value table T2 is stored in the storage device 12 or the storage device 22.
[0090] Fig. 16 is a schematic diagram of the limit value table T2. As illustrated in Fig. 16, the limit value table T2 is a data table in which the limit value L (L1, L2, ...) is registered for each race condition of the race held in the competition stage. The reward management unit 46 sets the limit value L for each race condition (i.e., for each race) by referring to the limit value table T2. That is, the reward management unit 46 identifies the limit value L that corresponds to the race condition of the race in which the user's horse will run, from among the multiple limit values L registered in the limit value table T2.
[0091] As illustrated in FIG. 15, the remuneration management unit 46 calculates an adjustment value Za according to the adjustment value Z (Sd2). The adjustment value Za is the smaller of the adjustment value Z set by the adjustment value setting unit 44 and the limit value L set from the limit value table T2 (Za=min{Z,L}). That is, when the adjustment value Z is below the limit value L, the adjustment value Z is adopted as the adjustment value Za, and when the adjustment value Z is equal to or greater than the limit value L, the limit value L is adopted as the adjustment value Za. For example, when the adjustment value Z is "1000" and the limit value L is "300", the adjustment value Za is set to "300", which is the same as the limit value L. That is, the adjustment value Za is the amount of the adjustment value Z within a range equal to or less than the limit value L (hereinafter referred to as the "limit range").
[0092] The remuneration management unit 46 sets the special remuneration W according to the adjustment value Za (Sd3). Specifically, the remuneration management unit 46 calculates the special remuneration W by adding the basic remuneration B and the adjustment value Za (W=B+Za). That is, when the adjustment value Z is below the limit value L (Za=Z), the special remuneration W is calculated by adding the basic remuneration B and the adjustment value Z, as in the first embodiment. That is, the entire adjustment value Z is added to the basic remuneration B. On the other hand, when the adjustment value Z is equal to or greater than the limit value L (Za=L), the special remuneration W is calculated by adding the basic remuneration B and the limit value L. That is, the limit value L, which is a part of the adjustment value Z, is added to the basic remuneration B.
[0093] The reward management unit 46 subtracts the adjustment value Za from the current adjustment value Z (Sd4). That is, if the adjustment value Z is below the limit value L (Za=Z), the adjustment value Z is initialized to 0. On the other hand, if the adjustment value Z is equal to or greater than the limit value L (Za=L), the limit value L is subtracted from the adjustment value Z (Z←ZL). That is, the adjustment value Z is updated to the remaining amount (ZL) obtained by subtracting the limit value L from the adjustment value Z most recently set by the adjustment value setting unit 44.
[0094] The operation (Sa12) of adding the special reward W set by the above procedure to the user's credit possession amount C is the same as in the first embodiment. That is, the reward management unit 46 grants the special reward W to the user in the battle stage according to the numerical value of the adjustment value Z within the limited range.
[0095] The adjustment value Z after subtraction in step Sd4 is carried over to the immediately following training stage or battle stage. For example, when the adjustment value Z is "1000" and the limit value L is "300", the limit value L is adopted as the adjustment value Za (Za=300), and the adjustment value Z after subtraction, "700" (=ZL), is carried over to the subsequent play. For example, in the immediately following training stage, the adjustment value setting unit 44 adds the addition value D to the adjustment value Z after subtraction. Also, when a training event is not executed in the immediately following training stage, the reward management unit 46 sets the special reward W according to the adjustment value Z after subtraction. As can be understood from the above explanation, the quantity obtained by subtracting the quantity within the limit range from the adjustment value Z set by the adjustment value setting unit 44 (i.e., the adjustment value Z after subtraction in step Sd4) is carried over as the adjustment value Z in the subsequent training stage or battle stage.
[0096] In the third embodiment, the amount of the adjustment value Z applied to the setting of the special reward W is limited within a limited range (a range equal to or less than the limit value L), so the possibility that an excessive number of special rewards W will be given to the user is reduced. In addition, the remaining amount of the adjustment value Z other than the amount within the limited range is carried over as the adjustment value Z for the immediately following training stage or battle stage. Therefore, an incentive to continue playing the horse racing game can be given to the user. In particular, in the third embodiment, the limit value L (limit range) is set for each race according to the race conditions, so that the amount of the adjustment value Z applied to the setting of the special reward W (and therefore the special reward) can be made different for each race. Note that the limit value L may be set to a fixed value that does not depend on the race conditions.
[0097] [Variations] Each of the above-mentioned embodiments can be modified in various ways. Specific modified embodiments that can be applied to each of the above-mentioned embodiments are exemplified below. Two or more embodiments selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0098] (1) In each of the above-mentioned embodiments, the number of times the instruction for the usage amount X in the training stage is limited to a limited number of times, but the configuration for limiting the use of credits in the training stage is not limited to the above examples. For example, the following examples 1 and 2 are assumed.
[0099] [Aspect 1] The instruction receiving unit 42 according to the first aspect limits the time for receiving an instruction for the usage amount X from the user in the training stage to within a predetermined time limit. That is, the end condition (Sa8) of the training stage is that the elapsed time from the start of the training stage reaches a predetermined upper limit value. Specifically, the instruction receiving unit 42 measures the elapsed time from the start of the training stage, and when the elapsed time reaches the upper limit value, it determines that the end condition is satisfied (Sa8: YES) and ends the training stage. Therefore, within the time limit, the instruction for the usage amount X is allowed any number of times by the user. The user can select a desired training method any number of times within the time limit. That is, according to the above aspect, the user can select the number of times of each of the multiple training methods at any ratio within the time limit.
[0100] [Aspect 2] The instruction receiving unit 42 according to the second aspect limits the total value of the usage amount X related to one or more instructions received from the user in the training stage to a predetermined limited range. That is, the end condition (Sa8) of the training stage is that the total value of the usage amount X instructed by the user reaches a predetermined upper limit value. Specifically, the instruction receiving unit 42 totals the usage amount X for each instruction of the usage amount X in the training stage, and when the total value reaches the upper limit value of the limited range, it determines that the end condition is met (Sa8: YES) and ends the training stage. Therefore, the user can select any training method any number of times until the total of the usage amount X reaches the upper limit value of the limited range.
[0101] According to the above embodiment, excessive use of credits by the user can be suppressed. In the above description, the user's instruction of the usage amount X is limited, but it is also possible to assume a form in which the user can specify the usage amount X without limit. In other words, the restrictions on the number of times, time, quantity, etc. for the instruction of the usage amount X in the training stage may be omitted.
[0102] For example, in the above-mentioned aspect 2, the user may specify the total value of the usage amount X in the training stage. The update processing unit 43 determines, for example, a combination of one or more training methods (i.e., a training menu) to be executed in the training stage according to a predetermined rule within the range of the total value specified by the user. For example, by referring to a table in which training menus are registered for each of a plurality of ranges related to the total value of the usage amount X, the update processing unit 43 selects a training menu corresponding to the total value specified by the user. According to the above aspect, the burden on the user to select a training method can be reduced.
[0103] (2) In each of the above-mentioned embodiments, the user individually specifies the usage amount X and the magnification R, but the user's specification of the magnification R may be omitted. For example, a configuration is assumed in which the display control unit 41 causes the display device 23 to display multiple candidate values for the usage amount X for each training method, and the instruction receiving unit 42 determines the candidate value selected by the user from the multiple candidate values as the usage amount X. Also, the user may directly specify the numerical value of the usage amount X by operating the operation device 24. In a configuration in which the magnification R is not used, for example, a predetermined amount of the usage amount X, or a quantity that is a predetermined ratio to the usage amount X, is set as the consumption amount Y.
[0104] (3) In each of the above-mentioned embodiments, the addition value D (D=XY) obtained by subtracting the consumption amount Y from the usage amount X is sequentially added to the adjustment value Z, but the method of calculating the addition value D is not limited to the above examples. For example, the usage amount X may be used as the addition value D (D=X). The adjustment value setting unit 44 may also calculate the addition value D by a predetermined calculation to which the usage amount X is applied. For example, the multiplication value of the usage amount X and a predetermined coefficient is calculated as the addition value D. As can be understood from the above explanation, as long as the adjustment value Z changes depending on the usage amount X, the specific method of calculating the adjustment value Z (or the addition value D) is arbitrary. In other words, the adjustment value setting unit 44 is comprehensively expressed as an element that sets the adjustment value Z depending on the usage amount X.
[0105] (4) In each of the above-mentioned embodiments, the addition value D according to the usage amount X is added to the adjustment value Z, but the method in which the adjustment value setting unit 44 sets the adjustment value Z according to the usage amount X is not limited to the above examples. For example, the average value of the multiplication factor R specified by the user may be set as the adjustment value Z. For example, the adjustment value setting unit 44 calculates the average value (e.g., simple average or weighted average) of the multiplication factor R specified by the user in the most recent predetermined number of training events as the adjustment value Z. The reward management unit 46 calculates the special reward W by multiplying the basic reward B by the adjustment value Z (W=B×Z). According to the above configuration, similar to the first embodiment, the larger the multiplication factor R specified by the user (i.e., the larger the usage amount X), the larger the special reward W is set to.
[0106] (5) In each of the above-mentioned embodiments, the ability parameter H2 of the owned horse is updated according to the consumption amount Y of the usage amount X. However, the update processing unit 43 may stochastically cause a special process (hereinafter referred to as "special process") related to the ability parameter H2 in the training event, separate from the update according to the consumption amount Y. The special process is a process of adjusting the ability parameter H2 of the owned horse so that the battle stage can be advantageously developed, and means awakening of the owned horse. For example, the special process may be a process of increasing the upper limit value of the ability value represented by the ability parameter H2 (so-called limit breakthrough), a process of adding an ability value different from the existing ability value to the ability parameter H2, or a process of significantly increasing the ability value represented by the ability parameter H2. Note that a process of changing the attribute (e.g., class) of the owned horse may be executed as the special process. In addition, the update processing unit 43 may control the probability of the special process occurring according to the usage amount X. For example, the greater the usage amount X specified by the user in the training event, the higher the probability of the special process occurring. However, the probability of the special process occurring may be a fixed value.
[0107] (6) In each of the above-mentioned forms, the training stage and the battle stage are alternately repeated, but the manner in which the training stage and the battle stage are repeated is not limited to the above examples. For example, a form in which the battle stage is repeated multiple times after the training stage is repeated multiple times is also assumed. Also, a form in which the battle stage is repeated multiple times after one training stage is performed, or a form in which one battle stage is performed after multiple training stages are repeated is also assumed.
[0108] (7) In the second embodiment, the management system 300 generates rankings for all users who manage the game data G, but the range of users to be included in the rankings (first ranking and second ranking) may be limited. For example, the control device 31 of the management system 300 may generate the first ranking and the second ranking for users with specific attributes among a plurality of users. For example, in a configuration in which the area or facility in which the game system 100 is installed is registered in the game data G, the first ranking and the second ranking may be generated for users who played the horse racing game in a specific area or facility among a plurality of users.
[0109] In the second embodiment, the management system 300 generates the rankings, but the control device 11 or the control device 21 of the game system 100 may generate the first ranking and the second ranking. In the second embodiment, the first ranking and the second ranking are selectively displayed, but the display control unit 41 may display both the first ranking and the second ranking in parallel on the display device 23.
[0110] (8) In each of the above-mentioned embodiments, a race in which multiple racehorses race is exemplified, but the type of game (specific game) played by the user in the competition stage is arbitrary and is not limited to horse races. For example, various types of competition games in which multiple users compete in a competition such as martial arts or sports are exemplified as specific games. In addition, specific games are not limited to competition games in which multiple users compete. For example, specific games include any game such as a lottery game in which a lottery process (e.g., physical lottery or electronic lottery) is executed to determine whether a user will win / lose (lose) probabilistically, an action game in which a user achieves various objectives by operating a character, and a search game in which a user explores various places by operating a character. As can be understood from the above examples, a "specific game" is any type of game in which a reward can be given to a user depending on the result of the game.
[0111] (9) In each of the above embodiments, for the sake of convenience, it is assumed that the user owns one racehorse, but it is also assumed that the user can own multiple horses. When a user owns multiple horses, the game data G of the user includes multiple racehorse data H corresponding to the different horses. A training stage and a competition stage are executed for each of the multiple horses owned by the user.
[0112] (10) The functions of the game system 100 according to each of the above-mentioned embodiments are realized by the cooperation of one or more processors constituting one or both of the control device 11 and the control device 21 and a program stored in one or both of the storage device 12 and the storage device 22. The programs according to each of the above-mentioned embodiments can be provided in a form stored in a computer-readable recording medium and installed in a computer. The recording medium is, for example, a non-transitory recording medium, and a good example is an optical recording medium (optical disk) such as a CD-ROM, but also includes any known type of recording medium such as a semiconductor recording medium or a magnetic recording medium. Note that the non-transitory recording medium includes any recording medium except for a transient, propagating signal, and does not exclude volatile recording media. In addition, in a configuration in which a distribution device distributes a program via a communication network, the recording medium that stores the program in the distribution device corresponds to the non-transitory recording medium described above.
[0113] [Note] From the above description, for example, preferred embodiments of the present invention can be understood as follows. In order to facilitate understanding of each embodiment, reference numerals in the drawings are written in parentheses for convenience, but the present invention is not limited to the illustrated embodiments.
[0114] [Appendix 1] A game system (100) according to one embodiment (Appendix 1) of the present invention is a system for controlling a game in which a first stage and a second stage are repeated, and includes an instruction receiving unit (42) for receiving an instruction from a user of a variable usage amount (X) related to game value in the first stage, an update processing unit (43) for updating a parameter (H2) related to a game element of the user in accordance with a consumption amount (Y) which is part of the usage amount (X) in the first stage, an adjustment value setting unit (44) for setting an adjustment value (Z) in accordance with the usage amount (X), a progress control unit (45) for progressing a specific game using the game element in the second stage, and a reward management unit (46) for granting a reward (W) corresponding to the adjustment value (Z) to the user in accordance with the result of the specific game in the second stage.
[0115] According to the above embodiment, the parameter (H2) related to the game element is updated according to the consumption amount (Y), which is a part of the usage amount (X) specified by the user. Therefore, compared to a configuration in which the parameter (H2) is updated according to the entire usage amount (X), a significant difference in the parameter (H2) according to the amount of usage (X) is suppressed. Therefore, a situation in which a user who has used a large amount of game value can develop a game event with an excessive advantage is suppressed. In other words, the game balance is maintained. Therefore, it is possible to suppress a decrease in the interest of the game. On the other hand, the adjustment value (Z) is set according to the usage amount (X) specified by the user, and in the second stage, a reward (W) of a quantity according to the adjustment value (Z) is given to the user. Therefore, it is possible to give the user a sufficient incentive and opportunity to use a large amount of game value. Moreover, the first stage, which includes the reception of an instruction of the usage amount (X) and the update of the parameter (H2), is repeated. Therefore, a highly interesting game is realized in which the user can strategically specify the usage amount (X) of the game value for each first stage.
[0116] The type of the "specific game" is arbitrary. For example, any type of game, such as a competitive game in which multiple users compete against each other in various sports or a lottery game in which a lottery process (e.g., a physical lottery or an electronic lottery) is executed to determine probabilistically whether a user will win or lose, is included in the concept of the "specific game."
[0117] "Game element" means an element used in a specific game. Specifically, a character appearing in a specific game is exemplified as a game element. For example, in a horse racing game in which multiple racehorses race, each racehorse corresponds to a game element. Also, in a lottery game in which one of multiple lottery elements is determined by lottery processing, each lottery element is exemplified as a game element.
[0118] "Parameter (H2)" means a parameter (H2) that affects the outcome of a specific game, for example, a parameter (H2) related to the ability of a game element. Specifically, a numerical value that represents the ability of a character appearing in a specific game corresponds to "parameter (H2)". For example, assuming a horse racing game in which racehorses are used as game elements, a numerical value that represents the ability of the racehorse (for example, speed, stamina, or condition) is exemplified as "parameter (H2)". Also, assuming a lottery game in which the amount of rewards changes depending on the parameter of a lottery element determined by lottery processing, a parameter related to the lottery element (i.e., a numerical value that affects the amount of rewards) corresponds to "parameter (H2)".
[0119] The "first stage" refers to a stage in which parameters (H2) related to game elements are updated. "Update" is, for example, a process of updating parameters (H2) so as to increase the possibility of achieving a goal of a specific game. For example, an example of "update" is a process of increasing the ability value represented by parameters (H2). The process of updating parameters of a character appearing in a specific game is also expressed as developing the character.
[0120] The "second stage" is a stage that includes the progression of a specific game using the user's game elements and the granting of a reward (W) according to the result of the specific game. "Granting of a reward (W) according to the result of a specific game" means that the presence or absence of a reward (W) for the user or the amount of reward (W) granted to the user depends on the result of the specific game. The result of the specific game is, for example, a win or loss or a ranking.
[0121] "Game value" refers to tangible or intangible value used as a payment for playing a game. Tangible game value is, for example, a physical medal (token coin), currency (coin), or ticket. Intangible game value is, for example, an electronic medal, electronic currency (electronic money), credit, or point.
[0122] The "adjustment value (Z)" is a variable for setting the amount of reward (W) given to the user in the second stage. For example, the adjustment value (Z) is the amount added to a given base reward (B), or the number multiplied by the base reward (B) (i.e., the multiplier (R)).
[0123] A "reward (W)" is a value given to a user depending on the result of a specific game. The type of "reward (W)" is arbitrary, but for example, a game value of the same type as the game value used in the first stage is an example of a "reward (W)". However, the type of game value used in the first stage and the type of reward (W) given to a user in the second stage may be different.
[0124] [Appendix 2] In a specific example (Supplementary Note 2) of Supplementary Note 1, the usage amount (X) is a multiplication value of the consumption amount (Y) and a multiplication factor (R), and the instruction received by the instruction receiving unit (42) includes an instruction for the multiplication factor (R). According to the above aspect, the user can clearly recognize the consumption amount (Y) that contributes to updating the parameter (H2) of the game element out of the usage amount (X) and the multiplication factor (R) that contributes to the reward (W) in a specific game.
[0125] The instruction for the rate (R) is, for example, an instruction to select one of multiple candidate values for the rate (R) or an instruction to specify the rate (R) numerically. The consumption amount (Y) is a variable value specified by the user or a predetermined fixed value.
[0126] [Appendix 3] In a specific example (Supplementary Note 3) of Supplementary Note 1 or Supplementary Note 2, the adjustment value setting unit (44) sets the adjustment value (Z) by summing up the quantity (D) corresponding to the usage amount (X) over multiple instructions from the user. According to the above aspect, the adjustment value (Z) is set by summing up the quantity (D) corresponding to the usage amount (X) over multiple instructions from the user, so that an incentive to use multiple gaming values over multiple first stages is given to the user.
[0127] The quantity (D) (quantity according to the usage (X)) to be summed up when setting the adjustment value (Z) is the usage (X) itself or a part of the usage (X). For example, a configuration is envisaged in which the adjustment value (Z) is set by summing up the usage (X) over multiple first stages, or a configuration is envisaged in which the adjustment value (Z) is set by summing up the quantity (D) obtained by subtracting the consumption (Y) from the usage (X) over multiple first stages.
[0128] [Appendix 4] In a specific example (Supplementary Note 4) of Supplementary Note 3, the adjustment value setting unit (44) sets the adjustment value (Z) by summing up the amount (D) obtained by subtracting the amount (Y) consumed from the amount (X) used over multiple instructions from the user. According to the above embodiment, an incentive is given to the user to use a sufficient amount (D) of gaming value over multiple first stages.
[0129] [Appendix 5] In any specific example (Supplementary Note 5) of Supplementary Note 1 to Supplementary Note 4, the reward management unit (46) grants the user a reward (W) in an amount according to the basic reward (B) set for each specific game and the adjustment value (Z). According to the above embodiment, it is possible to vary the amount of reward (W) for each specific game in a variety of ways depending on the adjustment value (Z).
[0130] The configuration and processing for setting the amount of reward (W) according to the basic reward (B) and the adjustment value (Z) are arbitrary. For example, the reward management unit (46) may set the amount of reward (W) by adding the basic reward (B) set for each specific game to the amount according to the adjustment value (Z), or may set the amount of reward (W) by multiplying the basic reward (B) set for each specific game by the adjustment value (Z).
[0131] [Appendix 6] In the specific example (Supplementary Note 6) of Supplementary Note 5, the display control unit (41) is further provided for displaying on the display device (23) a first ranking of a plurality of users in terms of a first total reward amount (P1) obtained by summing up the basic reward (B) for one or more specific games in the past, and a second ranking of a plurality of users in terms of a second total reward amount (P2) obtained by summing up the amount of the reward (W) for one or more specific games in the past. According to the above aspect, a user who has acquired a large number of rewards (W) corresponding to the adjustment value (Z) by using a large number of play values in the first stage is likely to be ranked high in the second ranking, while a user who has acquired a large number of basic rewards (B) while suppressing the use of play values in the first stage may be able to be ranked high in the first ranking. In other words, not only users who use a large number of play values but also users who use a small number of play values may be able to be ranked high. Therefore, both users who use a large number of play values and users who use a small number of play values can maintain an incentive to play the game.
[0132] [Appendix 7] In any of the specific examples (Supplementary Note 7) of Supplementary Note 1 to Supplementary Note 6, the reward management unit (46) grants the user the reward (W) according to the amount of the adjustment value (Z) within the limited range in the second stage, and the remaining amount obtained by subtracting the amount within the limited range from the adjustment value (Z) is carried over as the adjustment value (Z) in the first stage or the second stage immediately after. In the above aspect, the amount of the adjustment value (Z) applied to the setting of the reward (W) in the second stage is limited within the limited range, so that the possibility that the reward (W) granted to the user will be excessively large is reduced. In addition, the remaining amount of the adjustment value (Z) other than the amount within the limited range is carried over as the adjustment value (Z) in the first stage or the second stage immediately after. Therefore, an incentive to continue playing the game can be given to the user.
[0133] [Appendix 8] In the specific example (Supplementary Note 8) of Supplementary Note 7, the limit range is set for each specific game. According to the above embodiment, the amount of the adjustment value (Z) applied to the setting of the reward (W) (and thus the reward (W)) can be made different for each specific game.
[0134] [Appendix 9] In a specific example (Supplementary Note 9) of any one of Supplementary Notes 1 to 8, the instruction receiving unit (42) limits the number of times that the instruction for the usage amount (X) is received from the user in the first stage to within a predetermined limited number of times.
[0135] [Appendix 10] In a specific example (Supplementary Note 10) of any one of Supplementary Notes 1 to 8, the instruction receiving unit (42) limits the time for receiving an instruction on the usage amount (X) from the user in the first stage to within a predetermined time limit.
[0136] [Appendix 11] In a specific example (Supplementary Note 11) of any of Supplementary Notes 1 to 8, the instruction receiving unit (42) limits the total value of the usage amount (X) related to one or more instructions received from the user in the first stage to within a predetermined limit range.
[0137] [Appendix 12] A game control method according to one embodiment of the present invention is a method for controlling a game in which a first stage and a second stage are repeated, in which, in the first stage, an instruction of a variable usage amount (X) related to game value is received from a user, in the first stage, a parameter (H2) related to a game element of the user is updated in accordance with a consumption amount (Y) which is part of the usage amount (X), and an adjustment value (Z) is set in accordance with the usage amount (X), in the second stage, a specific game using the game element is progressed, and in the second stage, a reward (W) corresponding to the adjustment value (Z) is granted to the user in accordance with the result of the specific game.
[0138] [Appendix 13] A program according to one embodiment of the present invention causes a computer system (11, 21) to function as an instruction receiving unit (42) that receives an instruction from a user of a variable usage amount (X) related to game value in the first stage, an update processing unit (43) that updates a parameter (H2) related to the user's game element in accordance with a consumption amount (Y) that is part of the usage amount (X) in the first stage, an adjustment value setting unit (44) that sets an adjustment value (Z) in accordance with the usage amount (X), a progress control unit (45) that progresses a specific game using the game element in the second stage, and a reward management unit (46) that grants a reward (W) corresponding to the adjustment value (Z) to the user in accordance with the result of the specific game in the second stage. [Explanation of symbols]
[0139] 100...game system, 10...central unit, 11, 21, 31...control device, 12, 22, 32...storage device, 13, 33...communication device, 14...drive device, 20...station, 23...display device, 24...operation device, 25...reception device, 200...communication network, 300...management system, 40...control processing unit, 41...display control unit, 42...instruction reception unit, 43...update processing unit, 44...adjustment value setting unit, 45...progress control unit, 46...reward management unit.
Claims
1. A system for controlling a game in which a second stage is executed after a first stage is executed, comprising: an instruction receiving unit for receiving an instruction regarding a usage amount of a gaming value from a user in the first stage; an update processing unit that updates parameters related to the game elements of the user in accordance with a consumption amount, which is a part of the usage amount, in the first stage; the instruction receiving unit receives an instruction of an arbitrary usage amount from the user for the same instruction for updating the parameter by the update processing unit; an adjustment value setting unit that sets an adjustment value according to the usage amount; a progression control unit that progresses a specific game using the game element in the second stage; a reward management unit that grants a reward corresponding to the adjustment value to the user in the second stage according to a result of the specific game; A game system comprising:
2. A computer incorporated in a system for controlling a game that executes a second stage after execution of a first stage, an instruction receiving step of receiving an instruction on a usage amount of a gaming value from a user in the first stage; an update process step of updating parameters related to the game elements of the user in accordance with a consumption amount, which is a part of the usage amount, in the first stage; the instruction receiving step receives an instruction of an arbitrary amount of use from the user for the same instruction for updating the parameter by the update processing step; an adjustment value setting step of setting an adjustment value according to the usage amount; a progress control step of progressing a specific game using the game element in the second stage; a reward management step of granting a reward according to the adjustment value to the user according to a result of the specific game in the second stage; A game control method for executing the above.
3. A computer incorporated in a system for controlling a game that executes a second stage after execution of a first stage, an instruction receiving means for receiving an instruction regarding a usage amount of a gaming value from a user in the first stage; an update processing means for updating parameters relating to the game elements of the user in accordance with a consumption amount, which is a part of the usage amount, in the first stage; The instruction receiving means receives an instruction of an arbitrary amount of use from the user for the same instruction for updating the parameter by the update processing means, an adjustment value setting means for setting an adjustment value in accordance with the usage amount; a progress control means for progressing a specific game using the game elements in the second stage; a reward management means for granting a reward corresponding to the adjustment value to the user in accordance with a result of the specific game in the second stage; A program that functions as a