Program, game device, game management device, and game system
The game device and system address power outage disruptions by resuming gameplay based on recorded user identification and game completion, ensuring uninterrupted and fee-free gameplay.
Patent Information
- Application Number
- JP2024010584
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-26
- Publication Date
- 2025-08-07
- Estimated Expiration
- 2044-01-26
AI Technical Summary
Existing game systems fail to continue gameplay without causing a disadvantage to players during power outages.
A game device and system that includes user identification information acquisition, game execution, and execution control means to allow gameplay to resume without additional payment after a power outage, by associating user identification information with game completion and controlling gameplay restart from an appropriate stage based on recorded completion.
Ensures uninterrupted gameplay experience by avoiding loss of interest due to power outages, allowing players to resume games without additional fees or disadvantages.
Smart Images

Figure 2025115885000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a game device, a game management device, and a game system. [Background technology]
[0002] BACKGROUND ART In a competitive game executed via a server device, there is a technique for dealing with a network interruption that occurs during regular maintenance of the server device (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-181037 Summary of the Invention [Problem to be solved by the invention]
[0004] However, it is necessary to deal with power outages other than network interruptions. The present invention aims to provide a program, a game device, a game management device, and a game system that allow a game to continue without causing a disadvantage to the player even if a power outage occurs. [Means for solving the problem]
[0005] One aspect of the present invention is a program that causes a computer to function as a user identification information acquisition means that acquires user identification information that identifies a user, a game execution means that executes a competitive game, a payment means that settles the payment of a fee, and an execution control means that acquires user identification information and, provided that a power outage occurs after payment for the competitive game, controls the execution of the competitive game by the game execution means without requiring another payment upon restart.
[0006] One aspect of the present invention is a game device comprising: a user identification information acquisition means for acquiring user identification information that identifies a user; a game execution means for executing a competitive game; a payment means for settling the payment of a fee; and an execution control means for acquiring the user identification information and, on the condition that a power outage occurs after payment for the competitive game, controlling the execution of the competitive game by the game execution means without requiring another payment upon restart.
[0007] One aspect of the present invention is a program that causes a computer to function as: user identification information acquisition means that acquires user identification information about a player from a game device; game execution means that executes a competitive game between the player and an opposing player or partner player; competitive game completion recording means that records the user identification information and the completion of the competitive game in association with each other; and a game execution control unit that causes the game device to start the game from a first stage, provided that the acquired user identification information and the completion of the competitive game have been recorded in association with each other, and that causes the game device to start the game from a second stage following the first stage, provided that the acquired user identification information and the completion of the competitive game have not been recorded in association with each other.
[0008] One aspect of the present invention is a game management device comprising: a user identification information acquisition means for acquiring user identification information about a player from a game device; a game execution means for executing a competitive game between the player and an opposing player or partner player; a competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; and a game execution control unit for causing the game device to start the game from a first stage, provided that the acquired user identification information and the completion of the competitive game have been recorded in association with each other, and causing the game device to start the game from a second stage following the first stage, provided that the acquired user identification information and the completion of the competitive game have not been recorded in association with each other.
[0009] One aspect of the present invention is a game system including a game management device and a game device, wherein the game management device comprises: user identification information acquisition means for acquiring user identification information relating to a player from the game device; user information acquisition means for acquiring user information associated with the user identification information; user information acquisition means for acquiring user information associated with the user identification information and used to present a main menu on the game device; game execution means for executing a competitive game between the player and an opposing player or partner player; competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; and, provided that the acquired user identification information and the completion of the competitive game are recorded in association with each other, and a game execution control unit that instructs the game device to issue a first execution command and, on condition that the acquired user identification information is not recorded in association with the completion of the competitive game, instructs the game device to issue a second execution command, wherein the game device is equipped with user information acquisition means that acquires user identification information, payment means that settles payment of a fee, and execution control means that, on condition that the first execution command has been instructed, starts the game from a first stage, and, on condition that the second execution command has been instructed, starts the game from a second stage following the first stage, wherein the first stage of the game extends from the acquisition of user identification information in the game device to the payment of the fee and presentation of a main menu, and the second stage is from the presentation of the main menu onwards. [Effects of the Invention]
[0010] According to the present invention, it is possible to provide a game device and a program that avoids a loss of interest caused by a power outage. [Brief explanation of the drawings]
[0011] [Figure 1] FIG. 1 is a block diagram showing an example of a game system according to the present invention. [Figure 2] FIG. 2 is a diagram showing an example of the external configuration of the game device 1 according to the present invention. [Figure 3] FIG. 3 is a block diagram showing an example of a game card according to the present invention. [Figure 4] FIG. 4 is a diagram showing an example for explaining a game field according to the present invention. [Figure 5] FIG. 5 is a diagram showing an example for explaining the features of the game. [Figure 6] FIG. 6 is an example for explaining a profile card. [Figure 7] FIG. 7 is a block diagram showing an example of the components of a game device according to the present invention. [Figure 8] FIG. 8 is a flowchart for explaining the operation of the game device according to the present invention. [Figure 9] FIG. 9 is a block diagram showing an example of the configuration of a server according to the present invention. [Figure 10] FIG. 10 is a diagram showing an example of a player database according to the present invention. [Figure 11] FIG. 11 is a diagram showing an example of the profile information database. [Figure 12] FIG. 12 is a flowchart showing an example of the operation according to the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0012] An embodiment of the present invention will be described. <Overall structure> FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in FIG. 1, the game system is configured to include one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 can be connected to a communication line N and can communicate with each other. The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.
[0013] The game device 1 is a computer capable of executing a game program, and is connected to a communication line N via a communication base station or the like, and can perform data communication with the server 2. The game device 1 is, for example, an arcade game device, a smartphone, a mobile phone, a portable game device, a stationary home game device, a personal computer, a tablet computer, a controller for a stationary home game device, or the like.
[0014] Basically, there are a plurality of game devices 1, each operated by a player. For example, a plurality of game devices 1 are installed in a store, and are operated by players visiting the store. The server 2 is a server system including one or more server devices, storage devices, etc. The server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game and distribute game programs and data necessary for executing the game on the game device 1. Furthermore, as will be described in detail later, when a player is identified when using the game device 1, i.e., when a competitive game service is provided after the player has been identified, the server 2 updates the information managed about each player based on the usage details (game play history). Furthermore, as will be described later, the server 2 also matches players to become partners so that players can form partners and compete against other players.
[0015] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 via the server 2 and communication line N, but the game is not limited to competitive games between players (humans) and also includes cases where one of the players is a non-player character provided by the server 2. Furthermore, games for which a play experience is provided on the game device 1 are not limited to competitive games between players and may include games configured for single player use.
[0016] <Game Items> In order to facilitate understanding of the configuration of the present embodiment, the following description will be given of game items used in the competitive game according to the present embodiment. The fighting game according to this embodiment uses a plurality of types of game items.
[0017] First, a first type of game item (ID card) in this embodiment will be described. Each ID card is provided with user identification information for uniquely identifying a user, and a user card reader (described later) acquires the user identification information to identify the user. The user identification information may be added to the ID card by, for example, printing a one-dimensional or multidimensional code obtained by converting the identification information for identifying the user onto the ID card, or by other methods, such as recording the information on a tag or IC chip for near field communication (NFC) included in the ID card.
[0018] The second type of game item (game card) according to this embodiment includes multiple types of game elements. The game elements are characters (characters, mounts, items, etc.) and are expressed as images, virtual or physical items, etc. The images include still images and moving images. The battle game according to this embodiment includes a first type of game element and a second type of game element.
[0019] The first type of game element is associated with an object having a physical volume. One example is a game card, which is an object (real object) having a physical volume. The first type of game element is not limited to a game card, but may be any object configured to identify a character associated with the first type of game element. The first type of game element may be, for example, a shaped object such as a figurine having the appearance of a character.
[0020] In this embodiment, the multiple types of items associated with the first type of game element are all tangible game cards, and each is described as being associated with one character appearing in a competitive game in which a play experience is provided on the game device 1. The character to which a game card is associated can be identified by a game card reader (described later) acquiring identification information (element ID) for identifying the character attached to the game card. The identification information (game card ID) may be attached to the game card by, for example, printing a one-dimensional or multidimensional code obtained by converting the identification information for identifying the character onto the game card, or by other methods, such as recording the identification information on a near field communication (NFC) tag or IC chip included in the game card.
[0021] In a competitive game, each player can use multiple game cards, and by obtaining information from the game card prior to the start of the game (before the sequence in which the game card is actually operated to progress begins), the character associated with that game card can be registered as a first type of game element that will appear in the game (to be used by the player).
[0022] In this embodiment, there are multiple first-type game elements that the player can have appear in the game, but there are mainly two types: first character elements and second character elements. The first character elements are pilots, and the second character elements are aircraft operated by the pilots. Furthermore, each of the first character elements and second character elements is divided into multiple types.
[0023] The types of pilots, which are the first character elements, include, for example, annihilation type, control type, and defense type. The annihilation type is a type that attacks the opponent player's aircraft with priority, and attacks the opponent player's base (battleship, etc.) when the opponent player does not have an aircraft. The control type is a type that attacks the opponent player's base (battleship, etc.). The defense type is a type that defends the player's base (battleship, etc.). Note that the types (types) and their numbers are merely examples, and are not limited to these types (types) and numbers. For example, there may be multiple types that can attack according to the types (types) of the opponent player's game elements, such as an attack type that can only attack the opponent player's X type (type) game elements and an attack type that can only attack the opponent player's Y type (type) game elements.
[0024] The type (classification) of the aircraft piloted as the second character element may be, for example, a close-range type, a long-range type, or a mobile type. The close-range type is a type that excels in high-powered close-range attacks. The long-range type is a type that excels in attacks aimed at the enemy from a long distance. The mobile type is a type that excels in dodging long-range attacks and quickly closing the distance to the enemy to attack. Note that the types (classifications) and their numbers are merely examples, and are not limited to these types and numbers.
[0025] These types (classifications) do not necessarily correspond one-to-one to each character element, but may correspond one-to-many. For example, a piloted mech, which is a second character element, may have two types: a defensive type and a long-range type. A piloted mech with such a type can attack game elements located far away from the opposing player using a long-range weapon in order to protect the player's other game elements.
[0026] Furthermore, the first character element and the second character element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) appropriate for that type, in addition to character information on the type or type of the first character element or the second character element. For example, a close-range type would have parameters specialized for close-range attacks. These various parameters may be changed as the fighting game progresses.
[0027] Furthermore, some first character elements or second character elements have special abilities called abilities, tactical moves, or skills. These abilities, tactical moves, and skills are used to gain an advantage in the game and enhance game elements. For example, one such ability may increase the opposing player's attack power against game elements for a specified period of time when certain activation conditions are met. Abilities, tactical moves, and skills may be activated automatically when the activation conditions are met, or may be activated at the player's discretion when the activation conditions are met. Furthermore, some abilities, tactical moves, and skills can be activated only once during a match, while others can be activated multiple times.
[0028] FIG. 2 is a diagram showing an example of a game card P1 (pilot card) in which the first character element is a pilot and has character information of an annihilation type. The game element reading unit reads the identification information and the like written on the game card P1, allowing the game device 1 to acquire the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 (pilot unit card) in which the second character element is a pilot unit, has character information of a long-range type, and has the ability of crushing (attacks when a locked-on enemy unit enters its attack range). The game element reading unit reads the identification information and the like written on the game card M1, allowing the game device 1 to acquire the character information and abilities of the game card M1.
[0029] Furthermore, in the battle game of this embodiment, character elements called units (hereinafter sometimes referred to as squadrons) appear. These units are composed of a combination of a pilot, which is a first character element, and a mobile suit, which is a second character element. In other words, a player can associate and register a pilot as an element that operates the mobile suit in the battle game. This allows a player to have a unit, which is a combination of a mobile suit and a pilot, appear in the battle game.
[0030] The capabilities of a unit can be, for example, the total value of the character information (various parameters) of the pilot, which is the first character element that constitutes the unit, and the character information (various parameters) of the aircraft, which is the second character element. Furthermore, units have behavioral characteristics that define (or restrict) what actions they can take in a battle in a fighting game. The behavioral characteristics of the unit are subordinate (dependent) to at least one of the constituent elements, the pilot type (classification), which is a first character element, and / or the aircraft type (classification), which is a second character element. When the behavioral characteristics of a unit are subordinate to the pilot type (classification), which is a first character element, the aircraft type (classification) is not reflected, and the behavioral characteristics reflect the pilot type. For example, if the type of pilot that constitutes a unit is an annihilation type, the unit will have an annihilation type behavioral characteristic.
[0031] Furthermore, the type of a unit may be subordinate (dependent) to the type (classification) of the aircraft that constitutes the unit, which is the second character element. For example, if the type of aircraft that constitutes the unit is a mobile type, the behavioral characteristics of the unit will be mobile type.
[0032] In this way, when a unit's behavioral characteristics and type are subordinate to only one type of character element, the player must consider the types of pilot and aircraft and select the pilot and aircraft that make up the unit so that the unit's capabilities can be fully utilized. If the types of the first type of game elements (pilot and aircraft) that make up the unit are selected appropriately, the unit's behavioral characteristics and capabilities will match, allowing the unit to fully utilize its capabilities.
[0033] Next, the second type of game element will be described. The second type of game elements differ from the first type of game elements in that the second type of game elements are not associated with real objects such as game cards. The second type of game elements are game elements that can appear in the game through evaluation information on the player's evaluation, rewards obtained by completing game events, exchange for in-game currency, etc. However, like the first type of game elements, they do not necessarily exclude association with real objects such as game cards.
[0034] <Game Overview> Next, an outline of the competitive game will be explained. The battle game of this embodiment has a normal battle mode in which players battle each other individually, and a cooperative battle mode in which two or more players form a group to complete a mission. In the cooperative battle mode, a player forms a group with another player and challenges a single mission. This cooperative battle mode will be described later.
[0035] This game includes a first and a second phase. The first phase includes detecting the price, paying out game items (game cards), and presenting a main menu that notifies the user of user information (new experience points and item grants) and announcements from the management. The second phase is the processing of the competitive game after presenting the main menu, and includes a menu phase, a matching phase, a competitive phase, and an update phase.
[0036] The menu phase in this embodiment is a phase for selecting a battle mode. The battle phase is a phase for registering various game cards (first type of game elements), generating units, and using those units to battle. In this embodiment, there are two types of matching phases depending on the battle mode. When the normal battle mode is selected, an opponent is matched. When the cooperative battle mode is selected, a battle partner is matched.
[0037] The battle phase of this embodiment progresses by deploying (placing) the units (troops) registered for each player on a game field of a specified size, and performing movement and attack actions (the execution of these actions is accepted by the operation input unit described below).
[0038] FIG. 4 is a diagram showing an example of a game field in a battle game of this embodiment. In one aspect shown below, a battle field 30 includes a deployment unit area 31, a first area 32, and a second area 33. The deployment unit area 31 contains units that can be deployed (appear). The first area 32 is the player's area, in which the player's bases (first type of game elements) are located. The second area 33 is the opposing player's area, in which the opposing player's bases (first type of game elements) are located. The player who destroys the opposing player's base (reduces its durability to 0) as a result of an attack by one of their units wins the battle game. The game field is divided into a first zone 34 located to the left of the center line and a second zone 35 located to the right of the center line. In a battle mode in which two or more players cooperate to battle an opposing player, such as the cooperative battle mode described below, each player is assigned a zone.
[0039] At the start of the competitive game, information about the units registered by the opposing player is not known. Players can deploy each of their registered units onto the game field at any time after the start of the competitive game, and the opposing player is notified of the first type of game elements (aircraft and pilot) that the unit is made up of at the time the unit is deployed onto the game field. This configuration makes it possible to provide players with the excitement of strategically developing the game while assessing the units and actions of the opposing player.
[0040] In the update phase of this embodiment, the results of the competitive game played in the competitive phase are reflected in the profile card described below. The game results reflected in the user's profile card are experience points, etc., which determine the user's level. The user's level is used as a reference when matching and for rankings, etc.
[0041] <Game Features and Terms> Next, the features and terminology of the game in this embodiment will be explained. Figure 5 is a diagram for explaining the features of the game in this embodiment. In the game of this embodiment, it is possible to present player profile information. Player profile information is a concept that includes not only information that identifies the player, such as the player's nickname, and battle history information related to the player's battle history, but also information such as evaluation information of the player received from other players, the player's level, and acquired titles. In this embodiment, an image containing profile information is referred to as a profile card.
[0042] In addition, in the game of this embodiment, in order to assign a rating to the player of the presented profile card, a rating assignment means for assigning a rating is also presented at the same time. The rating assignment means is, for example, a rating button for assigning a rating to the player. In this embodiment, a screen including the profile card and the rating assignment means (rating assignment button) is referred to as a profile screen.
[0043] The profile screen of the player is presented, and the player on the profile screen that is presented varies depending on the situation. First, differences in player profile screens due to differences in battle modes will be explained. In this embodiment, there is a normal battle mode in which a first player and a second player battle one-on-one, and a cooperative battle mode in which a first player and a third player form a cooperative pair and battle the cooperative pair against the second player. The second player in the normal battle mode includes not only the actual player but also a non-player character with which the CPU battles on behalf of the actual player. The opposing player (second player) in the cooperative battle mode is, in principle, a non-player character (e.g., a boss character) with which the CPU battles.
[0044] In normal battle mode, the profile screen presented to the first player is the profile screen of the opponent, the second player, and the profile screen presented to the second player is the profile screen of the opponent, the first player. Note that if the second player is a non-player character, the profile screen of the non-player character who is the second player may be presented to the first player, but no profile screen is presented to the non-player character who is the second player.
[0045] In the cooperative battle mode, the profile screen shown to the first player is the profile screen of the third player who is also a cooperative player, and the profile screen shown to the third player is the profile screen of the first player who is also a cooperative player. Note that no profile screen is shown to the non-player character who is the second player.
[0046] 6 shows an example of a profile card in this embodiment. The profile card includes a pilot image 90, a pilot aircraft image 91, a background image 92, evaluation information 93 relating to the player's evaluation, player information 94, guild information 95, battle mode information 96, play time period information 97, title information 98, and insignia information 99.
[0047] The pilot image 90 is an image of a pilot who is a character of a first type of game element. The pilot image 90 is not limited to the pilot image on a pilot card owned by the player, but can also be selected from pilot images prepared by the game operator. The aircraft image 91 is an image of a aircraft who is a character of a first type of game element. The aircraft image 91 is not limited to the image of a aircraft on a aircraft card owned by the player, but can also be selected from aircraft images prepared by the game operator. The background image 92 is a background image of a profile card, and can be selected from background images prepared by the game operator. The evaluation information 93 is evaluation information (number of evaluations) of the player by other players. The player information 94 is information about the player, such as the player's name (nickname, etc.), player level, player rank, number of times the game has been played, etc. The player's level is a value that increases as the player accumulates experience points gained by playing matches. A player's rank is a value that increases by accumulating points that are obtained when the player wins ranked matches, which are special battles. Guild information 95 is information about the guild to which the player belongs. Battle mode information 96 is the battle mode that the player prefers. Battle modes include a first type of normal battle mode, a second type of normal battle mode, and a cooperative battle mode, and the player selects the battle mode that they prefer. Play time period information 97 is the time that the player mainly plays the game and is set by the player. Title information 98 is information about titles that the player has edited to suit their preferences. Insignia information 99 is insignia that can be obtained by winning a number of battles and completing specified missions.
[0048] <Configuration of Game Device 1> Next, a device for executing the game described above will be described. FIG. 7 is a block diagram showing an example of the functional configuration of the game device 1 according to the embodiment of the present invention.
[0049] The game device 1 includes a processing unit 100, a display unit 101, a user card reading unit 102 that reads user identification information from an ID card held by the user, a game element reading unit 103 that reads a first type of game element from a game card held by the user, an operation input unit 104, a price detection unit 105, a sound output unit 106, a communication unit 107, a supply unit 108, and a memory unit 109.
[0050] The processing unit 100 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 109, operation input signals from the user card reading unit 102, the game element reading unit 103, and the operation input unit 104, etc. The functions of the processing unit 100 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. Specifically, the processing unit 100 controls the operation of each component by reading out the operation program of each component recorded in the memory unit 109, for example, and expanding and executing the program in memory.
[0051] The processing unit 100 records the execution history of the startup process and shutdown process of the game device 1 in the log information of the storage unit 109. The processing unit 100 includes, as main functional units, a user information acquisition unit 110, a game element acquisition unit 111, a matching unit 112, a game execution unit 113, a display control unit 114, an update unit 115, a supply control unit 116, and a launch execution control unit 117. These units will be described later.
[0052] The display unit 101 displays various game screens based on image signals output from the processing unit 100. The functions of the display unit 101 can be realized by a display device such as a flat panel display such as a liquid crystal display, a projector, or a head-mounted display. The user card reader 102 reads and outputs user identification information from an ID card held by the user. Reading of user identification information from an ID card is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the ID card's identification information, etc., printed on the ID card. Furthermore, if the ID card's identification information, etc., is recorded on a near field communication (NFC) tag or IC chip included in the game card, the user card reader 102 reads the information from the tag or IC chip. The read information is output to the processor 100.
[0053] The game element reading unit 103 is a reader that reads character information of a first type of game element to be made to appear in the game from a game card held by the user. Reading the first type of game element from a game card is similar to reading an ID card, so a detailed explanation will be omitted. The read information is output to the processing unit 100.
[0054] The operation input unit 104 allows the user to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 100. The function of the operation input unit 104 can be realized by, for example, an element that the user directly operates with their fingers, such as a touch panel, a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as an element that detects movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. The operation input unit 104 may be a touch operation panel attached to the display unit 101.
[0055] The price detection unit 105 detects that a price has been paid in the game device 1. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin has been inserted into an insertion slot provided in the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to predetermined electronic money. The game device 1 of this embodiment will be described as starting to provide a service including the provision of a series of game play experiences based on the payment of the price for starting the provision of the service.
[0056] The sound output unit 106 is a speaker or the like for outputting sound effects and the like related to the game based on the sound signal output from the processing unit 100. The communication unit 107 is a communication interface with an external device. The communication unit 107 can connect to the external device via a communication line N (whether wired or wireless) and enable transmission and reception of data. The communication unit 107 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the server 2 via the communication line N. The communication unit 107 also receives information from the external device via the communication line N, for example.
[0057] The supply unit 108 is a card dispenser configured to be able to dispense the game cards one by one from the storage unit configured in the supply unit 108. The game cards dispensed from the supply unit 108 are guided to an accessible space through an outlet provided in the game device 1 and are provided to the user.
[0058] The storage unit 109 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The storage unit 109 stores operation programs for each unit of the game device 1, as well as information on parameters required for the operation of each unit and various graphics data used in the fighting game executed by the game device 1.
[0059] The storage unit 109 also stores a game element database (game element DB). The game element DB is a database that manages information (element information) about each of a first type of game elements that appear in a game. In the game device 1 of this embodiment, a user can make a first type of game element associated with a game card appear in the game by placing the game card on the game element reading unit 103 provided in the game device 1 during game play and having the game element reading unit 103 acquire information. The element information managed for one first type of game element includes: type information that indicates a type in the game assigned to the first type of game element in association with an element ID (identification information) that uniquely identifies the first type of game element; drawing information including graphics data and the like used to generate a screen when the first type of game element appears in the game; parameter information (character information) that describes parameters and the like determined for each element level of the first type of game element in addition to the name, attributes, and the like of the first type of game element; and ability information that describes activation conditions, activated effects, and the like. The parameter information and ability information are information that is referenced in a game in which a first type of game element appears, and are information that is involved in controlling the progress of the game.
[0060] In this embodiment, the game element DB stores graphics data, parameter information, ability information, etc., and the element information includes these pieces of data, but the present invention is not limited to this. The element information may also include information indicating the storage location of each piece of information.
[0061] Next, we will explain the main functional parts of the processing unit 100, namely, the user information acquisition unit 110, the game element acquisition unit 111, the matching unit 112, the game execution unit 113, the display control unit 114, the update unit 115, the supply control unit 116, and the launch execution control unit 117. When the user information acquisition unit 110 acquires the user identification information from the ID card, it temporarily holds the user identification information. Based on the user identification information, the user information acquisition unit 110 acquires a profile card from the server 2. When the competitive game ends, the user information acquisition unit 110 deletes the temporarily held user identification information.
[0062] The game element acquisition unit 111 acquires an element ID of a game card from the game card. The game element acquisition unit 111 acquires type information, drawing information, parameter information, and ability information associated with the element ID of the acquired game card from the game element DB. The game element acquisition unit 111 then associates the game element ID, type information, drawing information, parameter information, and ability information and outputs them to the game execution unit 112.
[0063] The matching unit 112 matches an opponent or a fighting partner according to the battle mode selected by the user. When a normal battle is selected, the matching unit 112 matches an opponent. When a cooperative battle is selected, the matching unit 112 matches a fighting partner. The matching unit 112 obtains a profile card of the matched opponent or fighting partner from the server 2 and outputs it to the display control unit 114 as introduction information.
[0064] The matching unit 112 deletes the acquired opponent or competition partner profile card after the game execution process ends. The game execution unit 113 controls a series of games from the start to the end of the competitive game (including the display of game images). The game execution unit 113 starts the competitive game when the price detection unit 105 detects payment of the price. When the user selects the competitive mode and preparations for the competition are complete, the game execution unit 113 controls the progress of the competition in accordance with the user's operation input on the first type of game element. After the game is executed, the game execution unit 113 outputs the game results, such as experience points, to the update unit 115.
[0065] The display control unit 114 includes a drawing device such as a GPU, and performs predetermined drawing processing when generating a screen to be displayed on the display unit 101. Specifically, while the game device 1 is running (while a service is being provided or in standby mode), the display control unit 114 performs necessary arithmetic processing on necessary drawing objects (graphics data) based on the processing or command performed by the processing unit 100, and draws the screen. The display control unit 114 controls the display of various information (game screen, menu screen, etc.) for the user of the game device 1 on the display unit 101. The display control unit 114 also controls the display of profile information output by the matching unit 112 on the display unit 101.
[0066] The update unit 115 transmits the game results output from the game execution unit 113 to the server 2 and updates the user's profile card. The supply control unit 116 controls the supply of game cards when it confirms that the price has been paid.
[0067] When game device 1 is started up, startup execution control unit 117 checks the log information in storage unit 109 and detects whether a power outage has occurred based on whether the startup occurred after shutdown processing was executed. When startup execution control unit 117 detects that a power outage has occurred, it checks whether user information acquisition unit 110 holds user identification information and determines whether to perform normal processing or power outage processing.
[0068] <Game Execution Operation of Game Device 1> The normal processing flow of the game device 1 of the present invention will be described. After startup, the game device 1 executes authentication processing, price payment processing, matching processing, and competitive game execution processing in this order. This series of processing flows is called normal processing. In the power failure processing, at least the price payment processing is not executed.
[0069] After executing a predetermined startup process, the game device 1 enters a standby state. The standby state is a state in which the device waits for an operation from the user. In the standby state, the display screen displays the game title, promotional images conveying the game content and the appeal of the game, and the like.
[0070] When the operation input unit 104 detects an operation to play a game from the user during standby mode, it executes authentication processing. In the authentication processing, the user information acquisition unit 110 transmits user identification information acquired from an IC card held by the user to the server 2, and executes user authentication processing by acquiring a profile card associated with the user identification information.
[0071] When the authentication process is completed, the game device 1 enters the price payment process. In the price payment process, the price detection unit 105 detects the payment of the price. When the price payment process is completed, the supply control unit 116 controls so that a game card is supplied to the user. When a game card is provided and a battle mode is selected by the user, the game device 1 enters a matching process. In the matching process, first, the display control unit 114 displays a main menu on the display unit 101. The user operates the operation input unit 104 to select a normal battle or a cooperative battle. The matching unit 112 transmits a matching request to the server 2 according to the battle mode selected by the user, and the server 2 receives a profile card of the matched opponent or battle partner. The display control unit 114 displays the profile card of the matched opponent or battle partner on the display unit 101 as introduction information.
[0072] When the matching process is completed, the game device 1 enters a battle game execution process. In the battle game execution process, the game execution unit 113 executes the battle game. When the battle is completed, the update unit 115 transmits the game results to the server 2 via the communication unit 107, and the user's profile card is updated.
[0073] In the normal process, the authentication process, the price payment process, the matching process, and the competitive game execution process are executed in this order. In the power outage process, the price payment process is not executed, so if the same user as at the time of the power outage uses the game device 1 when it is started up after the power outage, no game card will be provided.
[0074] <Startup operation after power outage> The start-up operation after a power interruption will be described with reference to the flowchart of FIG. When the start-up process of the game device 1 is executed, the start-up execution control unit 117 checks the log information in the storage unit 109 and detects whether the start-up has occurred after the shutdown process has been executed (S101).
[0075] In the case of startup after a shutdown process has been executed, it is confirmed whether the user information acquisition unit 110 holds user identification information (S102). If the user identification information is held, it is determined that the power interruption process is to be executed (S103), and the authentication process is executed (S104).
[0076] After the authentication process, the user identification information held by the user information acquisition unit 110 is compared with the user identification information newly acquired by the user information acquisition unit 110 to determine whether they match (S105). If there is a match, a matching process is executed (S106). In the matching process, the matching with the opponent or competition partner on the profile card held by the matching unit 112 is canceled, and a new matching is executed. At this time, the profile card held by the matching unit 112 is deleted, and a new matching profile card is obtained.
[0077] After the matching process is executed, a competitive game execution process is executed (S107). When the competitive game execution process is completed, the user identification information is deleted (S108). The profile card is deleted (S109). If it is determined in step S101 that a shutdown has been performed, if the user identification information is not held in S102, or if it is determined in S105 that the held user identification information is not the same as the acquired identification information, normal processing is executed (S110).
[0078] In the above embodiment, an example has been described in which a competitive game that progresses by displaying a screen in which game elements of a first type are arranged on a game field is applied to the game device 1. However, the present invention is applicable to any device that can execute a game that progresses by displaying a screen of a game field in which game elements of a first type are arranged.
[0079] Furthermore, in addition to checking whether the user information acquisition unit 110 holds user identification information, it may also be possible to check, based on the log information, whether a power outage occurred during the execution of any of the following processes, which are performed in this order: authentication process, price payment process, matching process, and competitive game execution process. In such a configuration, the processing unit 100 records in the log information the execution history of the authentication process, price payment process, matching process, and competitive game execution process, in addition to the startup process and shutdown process of the game device 1.
[0080] In addition, in the above embodiment, when matching is performed during power outage processing, the matching is canceled once and a new matching process is performed, but the matching process may also be performed with an opponent or playing partner on a profile card held by the matching unit 112.
[0081] According to the first embodiment, even if the power supply to the game device 1 is cut off due to an unexpected event, when the power is restored, the game can be continued without causing any disadvantage to the player.
[0082] <Second embodiment> A second embodiment will be described. In the second embodiment, a case will be described in which a response process to a power outage is performed in cooperation between the game device 1 and the server 2. Note that detailed descriptions of the same parts as in the first embodiment will be omitted.
[0083] <Server 2 configuration> Next, the server 2 according to this embodiment will be described. Fig. 9 is a block diagram showing the functional configuration of the server 2 according to this embodiment. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.
[0084] The processing unit 20 is, for example, a CPU, and controls the operation of each block of the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading out the operation program of each block recorded in the storage unit 21, expanding it into memory, and executing it. The processing unit 20 includes, as main functional units, a player information management unit 201, a game execution management unit 202, a profile information management unit 203, a competitive player matching unit 204, and a cooperative pair matching unit 205.
[0085] The player information management unit 201 manages player information of players using the player database 211. The player database 211 is a database that manages information (player information) indicating game usage status associated with each player for a game for which a play experience is provided on the game device 1. The player information is information for managing the usage history of game play functions for each player and various game elements that are available to the player. The player information is sequentially updated based on the player identification information (player ID) obtained from the player card in the game device 1 in accordance with the play results using that player card. The game device 1 can provide game play that reflects the previous game play.
[0086] 10 is a diagram showing an example of the player database 211. In the player database 211, one player is assigned to one record, and one record includes a field for a player ID (identification information), a field for a player name, a field for the player's level, a field for the player's rank, a field for the player's number of plays (number of games executed), a field for player progress information, a field for reward information, a field for evaluation information, and a field for a game completion flag.
[0087] The player ID field contains identification information that uniquely identifies a player. The player name field contains the player's nickname, etc. The player level field contains a value that increases as the player accumulates experience points gained by playing matches. The player rank field contains a value that increases as the player accumulates points earned by winning ranked matches, which are special matches. The player's number of plays (number of games played) field contains the number of times the player has played the game. The progress status information field contains progress information indicating the progress to which stage of a specific story has progressed, and performance information indicating the player's performance in a competitive game. The reward information field contains information such as IDs of items acquired by completing in-game events, etc. The evaluation information field contains the player's evaluation. The game completion flag field contains a flag when the server 2 receives a player ID and completes the game for that player ID, as described below.
[0088] Each time a player completes (ends) a competitive game, the player information management unit 201 receives battle record information, experience points, and the like transmitted upon completion of the competitive game from the game device 1, and updates the record of the player ID in the player database 211. The player information management unit 201 records that the game for that player ID has been completed by updating the record of the player ID in the player database 211. Specifically, for each game, when that game is completed, the player information management unit 201 writes a game completion flag for that game in a field.
[0089] Furthermore, when the player information management unit 201 receives a player ID transmitted from the game device 1 at the start of a game, it determines whether the competitive game of the player with that player ID has been completed. The player information management unit 201 determines whether the competitive game has been completed based on whether a completion flag has been set for all games. If there is even one game for which a completion flag has not been set, the player information management unit 201 determines that the game is incomplete.
[0090] If all games have been completed, the player information management unit 201 reads the player information from the record for that player ID in the player database 211, and transmits the player information and a completion notice indicating that all games for the player with that player ID have been completed to the game execution management unit 202. Note that the player information is information necessary for the main menu of the game displayed on the game device 1, and may further include the latest notice information, etc. On the other hand, if all games have not been completed, the player information management unit 201 reads the player information from the record for that player ID in the player database 211, and transmits the player information and an incompletion notice indicating that the games for the player with that player ID have not been completed to the game execution management unit 202.
[0091] The game execution management unit 202 manages the execution of the entire game, such as the execution of matches performed on the game device 1 and rewards obtained through matches. The game execution management unit 202 receives a completion notification or an incompletion notification of the competitive game from the player information management unit 201, and in the case of a completion notification, transmits a normal execution processing command for causing the game device 1 to execute a normal game and user information to the game device 1. On the other hand, in the case of an incompletion notification, transmits a power failure execution processing command for causing the game device 1 to execute a game at the time of power failure and user information to the game device 1.
[0092] The profile information management unit 203 manages the profile information of the player using the profile information database 212. Fig. 11 is a diagram showing an example of the profile information database 212. In the profile information database 212, one player is assigned to one record, and one record includes a field for player ID, a field for registration information, a field for pilot image, a field for aircraft image, a field for background image, a field for evaluation information, a field for player information, a field for participating guild information, a field for battle mode, a field for main play time, a field for title information, and a field for insignia information.
[0093] The player ID field is a field in which the player ID is entered. The registration information field is a field in which whether or not profile information is registered is entered. If profile information is registered, "1" is entered, and if profile information is not registered, "0" is entered. The pilot image field is a field in which the pilot image selected by the player is registered. The aircraft image field is a field in which the aircraft image selected by the player is registered. The background image field is a field in which the background image selected by the player is registered. The evaluation information field is a field in which parameters of other players' evaluation information of the player, such as the number of evaluations, are entered. The player information field is a field in which information such as the player's name (nickname, etc.), player level, and player rank is entered. The participating guild information field is a field in which the guild ID (identification number) of the guild in which the player is participating is entered. The battle mode field is a field in which the player's preferred battle mode selected is entered. The main play time field is a field in which the time selected by the player (the time the player mainly plays the game) is recorded. The title information field is a field in which information about the title edited according to the player's preferences is recorded. The badge information field is a field in which the player's badges obtained by winning the number of matches and completing specified missions are recorded.
[0094] In addition to managing the profile information of the real players described above, the profile information management unit 203 also stores registered profile information for non-player characters with which the CPU executes the game. If a competing player or a team player cannot be matched with a real player during matching and the competing player or team player becomes a non-player character, the registered profile information for the non-player character is transmitted to the game device 1.
[0095] The opponent player matching unit 204 performs a process for matching between players in the first type of normal battle mode provided in the game system of this embodiment. Through the matching process, a session is established for, for example, two game devices 1 that simultaneously transmitted a matching request among the game devices 1 connected to the server 2, and the two game devices 1 transition to a state in which information communication related to the battle game is possible. When matching between players, the level difference between the players is matched within a predetermined range so that there is no discrepancy between the levels of the players. Furthermore, if the opponent player matching processing unit 204 cannot match a real player that meets the above-mentioned conditions, it may match the real player with a non-player character that meets the conditions instead.
[0096] Furthermore, in the second type of normal battle mode provided in the game system of this embodiment, the battle player matching unit 204 matches a predetermined non-player character with a player. The cooperative pair matching unit 205 matches players together as cooperative pairs. In principle, the cooperative pairs to be matched are actual players, but it is also possible to match an actual player with a non-player character.
[0097] The opponent player matching unit 204 and the cooperative pair matching unit 205 store the opponent players and cooperative players with whom the player has been matched, and in the case of a re-matching request after the game device 1 is restored after a power outage, the player will not be matched with the opponent players and cooperative players with whom the player was matched before the power outage.
[0098] The storage unit 21 is a storage device capable of holding data, such as a non-volatile memory or HDD. The storage unit 21 stores information such as parameters required for the operation of each block, in addition to the operation programs of each block held by the server 2. The storage unit 21 also stores a player database 211, a profile information database 212, a guild database 213, and a game device identification information database 214.
[0099] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to the external device via a communication line N (whether wired or wireless) and transmit and receive data. The communication unit 22 converts, for example, information input as a transmission target, into data in a predetermined format and transmits the data to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from the external device via, for example, the communication line N.
[0100] Next, a description will be given of the operations of the game device 1 and the server 2. Fig. 12 is a flowchart for explaining the operations of the game device 1 and the server 2. First, the user information acquisition unit 110 of the game device 1 acquires a user ID (Step 1000). Then, the user information acquisition unit 110 transmits the acquired user ID to the server 2 (Step 1001).
[0101] Upon receiving the player ID (Step 1020), the player information management unit 201 of the server 2 acquires player information associated with the player ID (Step 1021). The player information management unit 201 determines whether the player's competitive game has been completed based on the acquired player information (Step 1022). If the game for that player ID has been completed (Step 1023), the player information is read from the record for that player ID in the player database 211, and the player information and a completion notice are transmitted to the game execution management unit 202. Then, upon receiving the completion notice from the player information management unit 201, the game execution management unit 202 transmits to the game device 1 a normal execution processing command for causing the game device 1 to execute a normal game, and user information (Step 1024).
[0102] On the other hand, if the game for that player ID has not been completed (Step 1023), the player information and a game incompletion notification are transmitted to the game execution management unit 202. Then, upon receiving the incompletion notification from the player information management unit 201, the game execution management unit 202 transmits to the game device 1 a power failure execution processing command for causing the game device 1 to execute the game at the time of power failure, and the user information (Step 1025).
[0103] The game execution unit 113 of the game device 1 determines the processing command (Step 1002). If the received command is a normal execution processing command (Step 1003), each execution unit of the game device 1 performs payment (Step 1004), pays out cards (Step 1005), and displays the main menu (Step 1006) (execution of the first stage of the game).
[0104] Next, the matching unit 112 and the game execution unit 113 of the game device 1 issue a matching request and execute a competitive game (Step 1007). Then, when the game is completed, the game execution unit 113 transmits a game completion notification (Step 1008). On the other hand, if the received command is a power-off execution command (Step 1003), the game execution unit 113 of the game device 1 does not pay the price (Step 1004) or pay out the card (Step 1005), but instead displays the main menu (Step 1006) and performs subsequent processing (implementing the second stage of the game). Furthermore, the matching unit 112 and game execution unit 113 of the game device 1 request re-matching and execute a competitive game (Step 1007). Then, when the game is completed, the game execution unit 113 transmits a game completion notification (Step 1008).
[0105] The opponent player matching unit 204 and the allied pair matching unit 205 of the server 2 perform matching processing (Step 1026). Note that in the case of a re-matching request after the game device 1 is restored after a power outage, the opponent player and allied player who were matched before the power outage will not be matched.
[0106] Upon receiving the game completion notification, the player information management unit 201 of the server 2 updates the player database 211 based on the game result, and enters a completion flag in the game completion flag field of the player database 211 (Step 1027). This concludes the description of the operations of the game device 1 and the server 2.
[0107] According to the second embodiment, as in the first embodiment, even if the game device 1 loses power due to an unexpected event, the game can be continued upon power restoration without causing any disadvantage to the player. Furthermore, since the server 2 controls the commands issued when power is lost, the game device 1 only needs to control the start stage in accordance with two processing commands, which simplifies the processing on the game device 1 side.
[0108] It should be noted that the above embodiments do not limit the scope of the invention, and not all of the combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.
[0109] (Appendix 1) Computer, a user identification information acquisition means for acquiring user identification information for identifying a user; game execution means for executing a competitive game; Payment instruments for settling payment of the price; an execution control means for acquiring the user identification information and controlling the execution of the competitive game by the game execution means without requiring another payment upon restart, on condition that a power outage occurs after the payment for the competitive game; A program that functions as a
[0110] (Appendix 2) the execution control means controls the execution of the competitive game by the game execution means without requiring another settlement, on the condition that the user identification information acquired before the power outage matches the user identification information acquired after the power outage occurs. The program described in Appendix 1.
[0111] (Appendix 3) causing the computer to function as supply control means for controlling the supply of game items associated with game elements appearing in the competitive game; the execution control means, on the condition that a power interruption occurs after the supply of the game items, controls the execution of the competitive game by the game execution means after the recovery start-up without controlling the supply of the game items by the supply control means. 1. A program according to claim 1 or 2.
[0112] (Appendix 4) the supply control means executes the supply of the second type of game item on the condition that payment of a price is settled; 1. A program according to any one of appendices 1 to 3.
[0113] (Appendix 5) causing the computer to function as a matching means for matching the player with an opponent player or a partner player; the matching means, on the condition that a power outage occurs after the matching between the player and the opponent player or the partner player has been completed, cancels the matching between the player and the opponent player or the partner player, and executes matching between the player and a new opponent player or a new partner player; 1. A program according to any one of appendices 1 to 3.
[0114] (Appendix 6) the matching means, on the condition that a power outage occurs during the execution of a competitive game between the player and the competitive player or the partner player, cancels the matching between the player and the competitive player or the partner player, and executes matching between the player and a new competitive player or a new partner player; 1. A program according to any one of appendices 1 to 5.
[0115] (Appendix 7) a user identification information acquisition means for acquiring user identification information for identifying a user; a game execution means for executing a competitive game; a payment instrument for settling payment of the price; an execution control means for acquiring the user identification information and controlling execution of the competitive game by the game execution means without requiring another payment upon restart, on condition that a power outage occurs after payment for the competitive game; A game device comprising:
[0116] (Appendix 8) Computer, user identification information acquisition means for acquiring user identification information relating to a player from the game device; a game execution means for executing a competitive game between the player and a competitive player or a partner player; a competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; a game execution control unit that causes the game device to start the game from a first stage on condition that the acquired user identification information and the completion of the competitive game are recorded in association with each other, and that causes the game device to start the game from a second stage subsequent to the first stage on condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other; A program that functions as a
[0117] (Appendix 9) Computer, a user information acquiring means for acquiring user information associated with the user identification information; user information acquisition means for acquiring user information associated with the user identification information and used to present a main menu to the game device; a user information transmitting means for transmitting the user information to the game device; It functions as The first stage of the game is from the acquisition of user identification information on the game device to payment of a fee and presentation of the main menu, and the second stage is from the presentation of the main menu onward. 1. The program described in Appendix 8.
[0118] (Appendix 10) causing the computer to function as a matching means for matching the player with an opponent player or a partner player in the second stage and thereafter; the matching means cancels the matching between the player and the opposing player or the partner player, and matches the player with a new opposing player or a new partner player, on the condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other. 10. The program according to claim 8 or 9.
[0119] (Appendix 11) a user identification information acquisition means for acquiring user identification information relating to a player from the game device; a game execution means for executing a competitive game between the player and a competitive player or a partner player; a competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; a game execution control unit that causes the game device to start the game from a first stage on condition that the acquired user identification information and the completion of the competitive game are recorded in association with each other, and that causes the game device to start the game from a second stage subsequent to the first stage on condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other; A game management device comprising:
[0120] (Appendix 12) A game system including a game management device and a game device, The game management device a user identification information acquisition means for acquiring user identification information relating to a player from said game device; a user information acquiring means for acquiring user information associated with the user identification information; user information acquisition means for acquiring user information associated with the user identification information and used to present a main menu to the game device; a game execution means for executing a competitive game between the player and a competitive player or a partner player; a competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; a game execution control unit that issues a first execution command to the game device on condition that the acquired user identification information and the completion of the competitive game are recorded in association with each other, and that issues a second execution command to the game device on condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other; Equipped with The game device includes: a user information acquisition means for acquiring the user identification information; a payment instrument for settling payment of the price; execution control means for starting a game from a first stage on condition that the first execution command has been instructed, and for starting a game from a second stage following the first stage on condition that the second execution command has been instructed; Equipped with The first stage of the game is from the acquisition of user identification information on the game device to payment of a fee and presentation of the main menu, and the second stage is from the presentation of the main menu onward. Game system. [Explanation of symbols]
[0121] 1. Game device 2 Server 100 Processing section 101 Display section 102 User card reader 103 Game card reader 104 Operation input section 105 Price detection unit 106 Sound output unit 107 Communications Department 108 Supply section 109 Storage section 110 User information acquisition unit 111 Game Element Acquisition Unit 112 Matching Section 113 Game Execution Department 114 Display control unit 115 Update Department 116 Supply control section 117 Startup execution control unit 201 Player Information Management Department 202 Game Execution Management Department 203 Profile Information Management Department 204 Player Matching Department 205 Collaborative Pair Matching Club
Claims
1. Computer, a user identification information acquisition means for acquiring user identification information for identifying a user; game execution means for executing a competitive game; Payment instruments for settling payment of the price; an execution control means for acquiring the user identification information and controlling the execution of the competitive game by the game execution means without requiring another payment upon restart, on condition that a power outage occurs after the payment for the competitive game; A program that functions as a
2. the execution control means controls the execution of the competitive game by the game execution means without requiring another settlement, on the condition that the user identification information acquired before the power outage matches the user identification information acquired after the power outage occurs. The program according to claim 1.
3. causing the computer to function as supply control means for controlling the supply of game items associated with game elements appearing in the competitive game; the execution control means, on the condition that a power interruption occurs after the supply of the game items, controls the execution of the competitive game by the game execution means after the recovery start-up without controlling the supply of the game items by the supply control means. The program according to claim 1 or 2.
4. the supply control means executes the supply of the second type of game item on the condition that payment of a price is settled; The program according to claim 3.
5. causing the computer to function as a matching means for matching the player with an opponent player or a partner player; the matching means, on the condition that a power outage occurs after the matching between the player and the opponent player or the partner player has been completed, cancels the matching between the player and the opponent player or the partner player, and executes matching between the player and a new opponent player or a new partner player; The program according to claim 3.
6. the matching means, on the condition that a power outage occurs during the execution of a competitive game between the player and the competitive player or the partner player, cancels the matching between the player and the competitive player or the partner player, and executes matching between the player and a new competitive player or a new partner player; The program according to claim 5.
7. a user identification information acquisition means for acquiring user identification information for identifying a user; a game execution means for executing a competitive game; a payment instrument for settling payment of the price; an execution control means for acquiring the user identification information and controlling execution of the competitive game by the game execution means without requiring another payment upon restart, on condition that a power outage occurs after payment for the competitive game; A game device comprising:
8. Computer, user identification information acquisition means for acquiring user identification information relating to a player from the game device; a game execution means for executing a competitive game between the player and a competitive player or a partner player; a competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; a game execution control unit that causes the game device to start the game from a first stage on condition that the acquired user identification information and the completion of the competitive game are recorded in association with each other, and that causes the game device to start the game from a second stage subsequent to the first stage on condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other; A program that functions as a
9. Computer, a user information acquiring means for acquiring user information associated with the user identification information; user information acquisition means for acquiring user information associated with the user identification information and used to present a main menu to the game device; a user information transmitting means for transmitting the user information to the game device; It functions as the first stage of the game includes acquisition of user identification information in the game device, payment of a fee, and presentation of the main menu, and the second stage includes the period after presentation of the main menu; The program according to claim 8.
10. causing the computer to function as a matching means for matching the player with an opponent player or a partner player from the second stage onward; the matching means cancels the matching between the player and the opposing player or the partner player, and matches the player with a new opposing player or a new partner player, on the condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other. The program according to claim 8 or claim 9.
11. a user identification information acquisition means for acquiring user identification information relating to a player from the game device; a game execution means for executing a competitive game between the player and a competitive player or a partner player; a competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; a game execution control unit that causes the game device to start the game from a first stage on condition that the acquired user identification information and the completion of the competitive game are recorded in association with each other, and that causes the game device to start the game from a second stage subsequent to the first stage on condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other; A game management device comprising:
12. A game system including a game management device and a game device, The game management device a user identification information acquisition means for acquiring user identification information relating to a player from said game device; a user information acquiring means for acquiring user information associated with the user identification information; user information acquisition means for acquiring user information associated with the user identification information and used to present a main menu to the game device; a game execution means for executing a competitive game between the player and a competitive player or a partner player; a competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; a game execution control unit that issues a first execution command to the game device on condition that the acquired user identification information and the completion of the competitive game are recorded in association with each other, and that issues a second execution command to the game device on condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other; Equipped with The game device includes: a user information acquisition means for acquiring the user identification information; a payment instrument for settling payment of the price; execution control means for starting a game from a first stage on condition that the first execution command has been instructed, and for starting a game from a second stage subsequent to the first stage on condition that the second execution command has been instructed; Equipped with the first stage of the game includes acquisition of user identification information in the game device, payment of a fee, and presentation of the main menu, and the second stage includes the period after presentation of the main menu; Game system.
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