Program and game device
The game system facilitates group formation and support in multiplayer games, addressing the exclusion of beginners by enabling assistance during gameplay, thereby enhancing player engagement and enjoyment.
Patent Information
- Application Number
- JP2025093122
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-04
- Publication Date
- 2025-08-27
AI Technical Summary
Multiplayer games often discourage beginners due to concerns about negatively affecting other players, leading to reduced participation and enjoyment.
A game system that allows players to form groups and provide support in competitive games using registered game elements, enabling players to select assistance during gameplay.
Enhances player engagement by allowing beginners to participate without fear of negatively impacting others, creating a more enjoyable gaming experience.
Smart Images

Figure 2025125561000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device. [Background technology]
[0002] There are multiplayer games in which multiple players are matched and played by many people. In these multiplayer games, quest content is set in advance, and quests are often played repeatedly by the same players or by players with high skills. This has led to problems such as missing opportunities to interact with a large number of players and preventing players with low skills from participating in multiplayer games.
[0003] Therefore, a game system has been proposed that can determine the content of a quest based on information about each matched player (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-041919 Summary of the Invention [Problem to be solved by the invention]
[0005] However, because matched players jointly carry out quests, the skill of each player still affects the execution of the quest. Beginners, in particular, are hesitant to participate in games because they are concerned that their playing style may negatively affect other players, which can lead to them missing out on opportunities to participate. As a result, multiplayer games are difficult for players to get into, reducing the game's enjoyment.
[0006] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a game device that provide a highly entertaining game. [Means for solving the problem]
[0007] One aspect of the present invention is a program that causes a game device formed by a computer to execute a competitive game, causing the game device to function as: game element registration means for registering game elements of a first player; group setting means for setting the first player and a second player into a group; game execution means for executing a competitive game between the first player and an opposing player using the registered game elements of the first player; and support execution means for enabling the execution of support in the competitive game using the game elements of the second player, conditional on the first player selecting support, while the competitive game between the first player and the opposing player is being executed.
[0008] One aspect of the present invention is a game device comprising: a game element registration means for registering game elements of a first player; a group setting means for setting the first player and a second player into a group; a game execution means for executing a competitive game between the first player and an opposing player using the registered game elements of the first player; and an assistance execution means for enabling the execution of assistance in the competitive game using the game elements of the second player, on condition that the first player selects assistance, while the competitive game between the first player and the opposing player is being executed. [Effects of the Invention]
[0009] According to the present invention, a highly entertaining game can be provided. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and character information of the pilot type is attack type. [Figure 3]FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a ship and the type of the ship has character information of an attack type. [Figure 4] FIG. 4 is a diagram showing an example of a game field in the battle game of this embodiment. [Figure 5] FIG. 5 is a front external view of the game device 1 according to the embodiment of the present invention. [Figure 6] FIG. 6 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention. [Figure 7] FIG. 7 is a diagram showing an example of the game element database 190. [Figure 8] FIG. 8 is a diagram showing an example of the battleship information database 200 of the battleship set 1. [Figure 9] FIG. 9 is a diagram showing an example of the battleship setting screen. [Figure 10] FIG. 10 is a diagram showing an example of game device identification information. [Figure 11] FIG. 11 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. [Figure 12] FIG. 12 is a diagram showing an example of the game device identification information database 300. As shown in FIG. [Figure 13] FIG. 13 is a diagram showing an example of match-up of players. [Figure 14] FIG. 14 is a diagram showing an example of player information. [Figure 15] FIG. 15 is a flowchart showing the operation of the game device 1. [Figure 16] FIG. 16 is a flowchart showing the operation of the battleship setting process. [Figure 17] FIG. 17 is a diagram for explaining a series of operations for selecting a battle mode. [Figure 18] FIG. 18 is a flowchart of the cooperative pair setting process. [Figure 19] FIG. 19 is a sequence diagram between the game device 1 and the server 2. [Figure 20]FIG. 20 is a flowchart of the cooperative pair matching process performed by the server 2. [Figure 21] FIG. 21 is a diagram showing an example of the game element registration screen. [Figure 22] FIG. 22 is a flowchart of the joint battle request process. [Figure 23] Figure 23 shows the transition diagram of the screen for requesting cooperation. [Figure 24] FIG. 24 shows an example of the game device identification information database 300 according to the second modification of the first embodiment. [Figure 25] FIG. 25 is a diagram for explaining the second embodiment. [Figure 26] FIG. 26 is a block diagram of a game device 1 according to the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0011] An embodiment of the present invention will be described.
[0012] First Embodiment <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 wireless 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.
[0015] 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 form pairs so that players can compete against other players.
[0016] 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 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.
[0017] In the embodiment described below, an example in which the present invention is applied to a game device 1 that executes a competitive game in which a screen on which game elements are arranged on a game field is displayed, will be described as an example of a game device. However, the present invention can be applied to any device that can execute a game in which a screen on which game elements are arranged on a game field is displayed.
[0018] <Game elements and overview of the fighting game> To facilitate understanding of the configuration of the present embodiment, the following will describe game elements used in the fighting game according to the present embodiment and an overview of the fighting game.
[0019] The fighting game according to this embodiment features multiple types of game elements. The game elements are characters (characters, mounts, items, etc.) and are expressed as images, virtual or physical objects, etc. Images include still images and videos. The fighting game according to this embodiment includes a first type of game element and a second type of game element.
[0020] First, the first type of game element in this embodiment will be described.
[0021] The first type of game element is associated with an object having a physical volume. An example of a tangible object is a game card, which is an object having a physical volume (a real object). Note that the object is not limited to a game card, but may be any object configured to identify the game element associated with the object. The object may be, for example, a shaped object such as a figurine having the appearance of a game element.
[0022] 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 game element that appears in a competitive game in which a play experience is provided on the game device 1. The game element to which a game card is associated can be identified by a game element reading unit (described later) acquiring identification information (element ID) for identifying the game element attached to the game card. The identification information (element ID) may be added to the game card by, for example, printing a one-dimensional or multidimensional code obtained by converting the identification information for identifying the game element onto the game card, or by recording the identification information on a near field communication (NFC) tag or IC chip included in the game card, or by other methods.
[0023] In a competitive game, each player can use multiple game elements, and by obtaining information from a game card prior to the start of the game (before the sequence in which the game elements are actually operated to progress begins), the game elements associated with that game card can be registered as game elements to appear in the game (to be used by the player).
[0024] In this embodiment, there are multiple first-type game elements that the player introduces into the game, but there are mainly two types: first game elements and second game elements. The first game elements are pilots, and the second game elements are aircraft operated by the pilots. Furthermore, each of the first game elements and second game elements is divided into multiple types.
[0025] The types of pilots, which are the first game elements, include, for example, an attack type (first type) and a defense type (second type). The attack type is a type whose main purpose is to attack the opposing player's game elements, and attacks the opposing player's game elements without protecting the player's other game elements. The defense type is a type whose main purpose is to defend the player's other game elements, and attacks the opposing player's game elements in order to protect the player's other game elements. Note that the types and numbers are merely examples, and are not limited to these types and numbers. For example, there may be multiple attack types depending on the types of the opposing player's game elements, such as an attack type that can only attack X type of game elements of the opposing player and an attack type that can only attack Y type of game elements of the opposing player.
[0026] The types of the ship used as the second game element include, for example, an attack type (first type) and a defense type (second type). The attack type is a type whose main purpose is to attack the opposing player's game elements and attacks the opposing player's game elements without protecting the player's other game elements. The defense type is a type whose main purpose is to defend the player's other game elements and attacks the opposing player's game elements in order to protect the player's other game elements. As a further type, a range (attack) type (third type) according to the range (attack) distance of the weapon that can be used by the ship may be provided. For example, if the weapon that can be used is a long-range weapon, it is a long-range type, and if the weapon that can be used is a close-range weapon, it is a close-range type. Note that the types and numbers are merely examples and are not limited to these types and numbers.
[0027] These types do not necessarily correspond one-to-one to each game element, but may correspond one-to-many. For example, a ship, which is a second game element, may have two types: a defensive type and a long-range type. Ships of such types can attack game elements located far away from the opposing player using long-range weapons in order to protect the player's other game elements.
[0028] Furthermore, the first game element and the second game 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 of the type or type of the first game element or the second game element. For example, an attack type has parameters specialized for attack. These various parameters may be changed as the battle game progresses.
[0029] Furthermore, some first game elements or second game elements have special abilities called abilities. These abilities are used to advance the game and strengthen game elements. For example, an ability can increase the attack power of an opposing player's game elements for a predetermined period of time when certain activation conditions are met. Abilities can be activated automatically when the activation conditions are met, or can be activated at the player's discretion when the activation conditions are met. Some abilities can be activated only once during a match, while others can be activated multiple times. Even if a player is rendered unable to compete (defeated) due to an attack from the opposing player's game elements after activating this ability, they can return to a competitive state (transition) after a predetermined time (transition time) has passed. This transition time may be longer than the transition time for a game element that does not normally activate an ability.
[0030] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and the character information is of an attack 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 obtain the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a piloted unit and the character information is of an attack type and has the ability "crush" (attacks when a locked-on enemy unit enters the 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 obtain the character information and abilities of the game card M1.
[0031] Furthermore, in the battle game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a squadron) appears. This unit is composed of a combination of a pilot, which is a first game element, and a mech, which is a second game element. In other words, a player can associate and register a pilot as an element that operates the mech in the battle game. This allows a player to have a unit, which is a pair of a mech and a pilot, appear in the battle game.
[0032] The capabilities of a unit can be, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the pilot's mecha, which is the second game element. Furthermore, the unit has behavioral characteristics that define (or restrict) what actions the unit can take in a battle of the fighting game. The behavioral characteristics of the unit are subordinate (dependent) to at least one of the constituent elements, the pilot's type (classification), which is the first game element, or the pilot's type (classification), which is the second game element.
[0033] If the behavioral characteristics of a unit are made dependent only on the type (type) of the pilot, which is the first game element, the type (type) of the aircraft they pilot is not reflected, and the behavioral characteristics reflect the type of the pilot. For example, if the type of pilot that makes up the unit is a defensive type and the type of aircraft that makes up the unit is an offensive type, the type of aircraft is not reflected, and the unit's behavioral characteristics are primarily intended to protect the player's game elements, with attacks on the opposing player's game elements being limited to protecting the player's other game elements. Furthermore, if the behavioral characteristics of a unit are made dependent only on the type (type) of the aircraft they pilot, which is the second game element, the type (type) of the pilot is not reflected, and the behavioral characteristics reflect the type of aircraft they pilot.
[0034] In this way, when a unit's behavioral characteristics are subordinated to only one type of game element, the player must consider the types of the pilot and the mech that make up the unit when selecting the pilot and mech that make up the unit. This is because the unit's abilities are, for example, the sum of the character information of the constituent game elements (pilot and mech), and if the wrong type is selected, the unit's abilities will not be exerted. On the other hand, if the types of the constituent game elements (pilot and mech) are selected appropriately, for example, if the pilot type and the mech type are the same defensive type, the unit will be able to exert abilities that match its behavioral characteristics.
[0035] On the other hand, making the unit's behavioral characteristics dependent on both the pilot type (type), which is the first game element, and the mech type (type), which is the second game element, is effective when the pilot type (type), which is the first game element, and the mech type (type), which is the second game element, are completely different. For example, the first game element may include an attack type and a defense type for the pilot, and the second game element may include a range (attack) type for the mech type. In such a case, the behavioral characteristics of a unit combining a defense type pilot and a long-range type mech will be such that the unit uses a long-range weapon to attack the opposing player's game elements at a distance in order to defend the player's other game elements. This makes it possible to provide players with a highly strategic game.
[0036] Furthermore, the abilities of the first game element or the second game element can be added as unit capabilities. For example, if the aircraft of the second game element has an ability, a unit that includes the aircraft of the second game element as a component can have the ability of the aircraft of the second game element. For example, a unit that includes game card P1 (pilot) in Figure 2 and game card M1 (aircraft) in Figure 3 as components can have the ability of game card M1 (aircraft).
[0037] Next, the second type of game element will be described.
[0038] 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 as rewards obtained by completing game events, or by exchanging them for in-game currency. However, like the first type of game elements, this does not necessarily mean that they can be associated with real objects such as game cards.
[0039] The second type of game element includes a first game element and a second game element. In this embodiment, the first game element is a battleship, and the second game element is the captain of the battleship. Hereinafter, a combination of a battleship of the first game element and a captain of the second game element is referred to as a battleship set. In this embodiment, only combinations of battleships and captains of the battleship set are permitted, and it is not possible to select only a battleship or only a captain. However, this does not preclude changes to the combination.
[0040] The battleship, which is the first game element, has various parameters (attack power, defense power, etc.) and is the target of attack by the opposing player's units. The attack power, defense power, etc. parameters of all battleships in multiple battleship sets are the same, and even if a battleship in the initially set battleship set is changed to another battleship set, the attack power and defense power will not change. However, this does not preclude changing the attack power and defense power parameters in specific events, etc.
[0041] Furthermore, the first game element, the battleship, has the ability to support (assist) the partner player in the battle game in response to a request for cooperation from the partner player (hereinafter referred to as the partner player) who will be paired with the player described below. The support ability differs depending on the type of battleship.
[0042] On the other hand, the captain, the second game element, provides advice to the player on various screens in the game (such as the sortie screen and the battle screen). However, this advice is for presentation purposes only and does not provide strategic information that would give the player an advantage in the battle.
[0043] In addition, the second type of game element is provided to the player as a combination (battleship set) of the first game element (battleship) and the second game element (captain), and the first game element and the second game element are not provided individually, and the first game element (battleship) and the second game element (captain) cannot be freely combined.
[0044] Another difference between the first type of game elements and the second type of game elements is whether they are objects of operation during the game. As described above, the first type of game elements or a unit made up of multiple first type of game elements are objects of operation by the player during the game. A typical example of an object of operation is an object of movement. In contrast, the second type of game elements (battleships, captains) are not objects of movement by the player.
[0045] Next, an outline of the competitive game will be explained.
[0046] The fighting game of this embodiment has a normal fighting mode in which players fight each other individually, and a cooperative fighting mode in which two or more players form groups and fight each other. The cooperative fighting mode is a fighting mode in which a player forms a group with a player other than the player, such as a friend, and in both fighting games, the player can receive support (assistance) from battleships set by other players in the group. In the cooperative fighting mode of this embodiment, the number of players making up a group is two, and a group of two people is referred to as a cooperative pair, and a player who forms a cooperative pair with the player is referred to as a cooperative player. However, the number of people making up a group is not limited to two, and may be three or more.
[0047] The battle game includes a first phase and a second phase. The first phase is a battleship setting phase in which battleships (a second type of game element) to be used in the battle game are set. The second phase is a phase in which various game cards (a first type of game element) are registered, units are generated, and battles are fought using those units.
[0048] In this embodiment, the battle (second phase) proceeds 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).
[0049] FIG. 4 is a diagram showing an example of a game field in the battle game of this embodiment. In one aspect shown below, the game field includes a deployment unit area 30, a first area 31, and a second area 32. Units that can be deployed (appear) are placed in the deployment unit area 30. The first area 31 is the player's area, and the player's base or other bases (game elements) are placed therein. The battleship set in the first phase is also placed in this first area 31. The second area 32 is the opponent player's area, and the opponent player's base or other bases (game elements) are placed therein. The opponent player's battleship set in the first phase is also placed in this second area 32. It should be noted that the player and the opponent player's battleship are automatically placed in predetermined positions and are not targets for player movement. The player who destroys the opponent player's base (reduces its durability to 0) as a result of an attack action by any of their units wins the battle game.
[0050] Therefore, when an opposing player's unit attempts to attack the base associated with the player, each player must place units to intercept (defense) the attack, or control the attack of the units to destroy the opposing player's base faster than the opposing player's units.
[0051] Here, it is important to note that the areas in which a unit can move differ depending on its type. For example, if a unit is of defensive type, that unit is a unit for defending a base such as a player's base, and the player's base such as a base is located in the first area 31, and as a result, a defensive-type unit can only move within the first area 31. On the other hand, if a unit is of attack type, that unit is a unit for attacking an opposing player's base or a base such as an opposing player's battleship that is attacking the base of the opposing player's base, and the base of the opposing player's base is located in the second area 32, and the opposing player's battleship or other base can enter (be located in) the first area 31, and as a result, an attack-type unit can move within both the first area 31 and the second area 32.
[0052] At the start of the battle 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 battle game, and the opposing player is notified of the game elements (aircraft and pilot) that make up that unit when 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.
[0053] Furthermore, in the cooperative battle mode, a player can request a cooperative battle from a fellow player during a battle. A cooperative battle request can be made by selecting the cooperative battle request button 34 displayed on the game field. When a cooperative battle request is selected, one of the support capabilities of the battleship set by the fellow player is activated, and the battleship attacks the opposing player (attack support) or provides supply support to the player. This cooperative battle request can only be made a predetermined number of times during the battle game. For example, once or twice. If cooperative battle requests were possible any number of times, the game balance would be disrupted.
[0054] <Configuration of Game Device 1> FIG. 5 is a front external view of the game device 1 according to the embodiment of the present invention.
[0055] The game device 1 is equipped with a display unit 11 (display 11) that displays information necessary for progressing in the game, such as menus, and the game field, etc., first game element reading units 121 to 125 for registering a first game element (pilot) to appear in the competitive game from game cards held by the player, and second game element reading units 131 to 135 for registering a second game element (shipped aircraft) to appear in the competitive game from game cards held by the player.
[0056] The first game element reading units 121-125 are readers that read character information of pilots, which are first game elements to appear in the game, from game cards. The game device 1 of this embodiment is provided with five first game element reading units 121-125 so that up to (upper limit) five pilots can be registered as usable game elements. A player sets (places) a game card P of a pilot (first game element) to appear in the competitive game from among the game cards he or she owns on one of the first game element reading units 121-125, and the first game element reading units 121-125 can read identification information and the like of the game card of the pilot (first game element).
[0057] The second game element reading units 131-135 are readers that read character information of a boarded unit, which is a second game element to be made to appear in the game, from a game card. The game device 1 of this embodiment is provided with five second game element reading units 131-135 so that up to (upper limit) five boarded units can be registered as game elements to be used. A player sets (places) a game card of a boarded unit (second game element) to be made to appear in the battle game from among the game cards he owns in the second game element reading units 131-135, and the second game element reading units 131-135 can read identification information and the like of the game card of the boarded unit (second game element).
[0058] Players can then start a battle game by organizing up to five units (squads), which are game elements that consist of one registered pilot and one piloted aircraft. In other words, the maximum number of piloted aircraft that can be registered for a unit (squad) is the same as the maximum number of pilots that can be registered (upper limit), which is set to five.
[0059] Note that, for example, if the number of game cards from which information can be acquired is less than the maximum number (upper limit) of aircraft or pilots, such as when the player has just started using the game device 1 or when the player does not carry game cards, each of the game elements constituting a unit (squad) does not necessarily need to be registered based on information acquired from the game cards. In this case, game elements prepared on the game device 1 side may be additionally registered, and the maximum number of aircraft and pilots may be registered, forming a squad of five. Furthermore, in an aspect in which a concept such as cost is introduced into registration, the number of units (squads) to be registered may be set to a number less than the maximum number.
[0060] In addition, in this embodiment, one pilot is associated with one aircraft and registered as one unit, but the implementation of the present invention is not limited to this. That is, the game elements that make up one unit may be associated with multiple pilots for one aircraft, or one pilot for multiple aircraft.
[0061] FIG. 6 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.
[0062] The game device 1 includes a processing unit 10, a display unit 11, first game element reading units 121 to 125, second game element reading units 131 to 135, an operation input unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a memory unit 19.
[0063] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, operation input signals from the first game element reading unit 12, the second game element reading unit 13, and the operation input unit 14, etc. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. Specifically, the control unit 10 controls the operation of each unit by reading out the operation program of each unit recorded in the recording unit 19, for example, and loading and executing the program in memory. The processing unit 10 includes, as main functional units, a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a battleship setting unit 113, a cooperative pair setting unit 114, and a cooperative request execution unit 115. These units will be described later.
[0064] The display unit 11 displays various game screens based on image signals output from the processing unit 10. The functions of the display unit 11 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. In FIG. 5, the display unit 11 corresponds to the display 11.
[0065] As described above, the first game element reading units 121 to 125 are five first game element reading units, which are the upper limit of the number of registered first game elements, and are readers that read character information of pilots, which are first game elements to be made to appear in the game, from game cards held by players. Reading of first game elements from game cards is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the identification information, etc., of the game card, which is printed on the game card. Furthermore, if the identification information, etc. of the game card is recorded on a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with a reading unit ID (e.g., reading unit ID = 121), which is identification information of the device itself.
[0066] As described above, the second game element reading units 131 to 135 are five second game element reading units, which are the upper limit of the number of registered second game elements, and are readers that read character information of the aircraft, which is the second game element to be featured in the game, from the game card held by the player. Reading of the second game elements from the game card is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the identification information, etc., of the game card, which is printed on the game card. Also, if the identification information, etc. of the game card is recorded on a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with a reading unit ID (e.g., reading unit ID = 131), which is the identification information of the device itself.
[0067] A unit is composed of the first game element read by the first game element reading units 121-125 and the second game element read by the second game element reading units 131-135. As described above, one unit is a combination of a pilot, which is one first game element, and a plane, which is one second game element. Therefore, to make it easy for a player to identify the combination of the pilot, which is the first game element, and the plane, which is the second game element, that constitutes a unit, the first game element reading units 121-125 and the second game element reading units 131-135 are arranged so that at least one side of the paired first game element reading units 121-125 and one side of the paired second game element reading units 131-135 are adjacent to each other. For example, the bottom side of the first game element reading unit 121 and the top side of the second game element reading unit 131 are arranged adjacent to each other to form a vertical pair. This allows the player to easily understand that a unit is formed by pairing the pilot of the game card read by the first game element reading unit 121 with the aircraft on the game card read by the second game element reading unit 131. The same applies to the other combinations of the first game element reading units 122 to 125 and the second game element reading units 132 to 135.
[0068] The operation input unit 14 is used by the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 10. The function of the operation input unit 14 can be realized by, for example, elements that are directly operated by the player's fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In this embodiment, this corresponds to a touch operation panel attached to the display unit 11.
[0069] The price detection unit 15 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 (not shown) of the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to a 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 a price for starting the provision of the service. The payment of the price can also be detected after the provision of the service has started.
[0070] The user information reading unit 16 acquires information from an item on which a player ID (player identification information) is recorded in order to identify a player who uses the game device 1. In this embodiment, the item on which the player ID is recorded is a player card configured in the form of a card.
[0071] The sound output unit 17 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 10.
[0072] The communication unit 18 is a communication interface with an external device. The communication unit 18 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 18 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 18 also receives information from the external device via, for example, the communication line N.
[0073] The recording medium 19 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The recording medium 19 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.
[0074] Furthermore, the recording medium 19 stores a game element database 190 (game element DB190). The game element DB 190 is a database that manages information (element information) about each game element that appears in a game. In the game device 1 of this embodiment, a player places a game card on the first game element reading units 121-125 and the second game element reading units 132-135 during game play, and causes the units to acquire information, thereby allowing the game element associated with the game card to appear in the game. 7, the element information managed for one game element includes type information 192 indicating the type in the game assigned to the game element, associated with element ID (identification information) 191 that uniquely identifies the game element, drawing information 193 including graphics data etc. used to generate a screen when the game element appears in the game, parameter information (character information) 194 describing the name, attributes etc. of the game element as well as parameters etc. determined for each element level of the game element, and ability information 195 describing activation conditions, activated effects etc. The parameter information 194 and ability information 195 are information referenced in the game in which the game element appears, and are involved in controlling the progress of the game.
[0075] In this embodiment, the game element DB 190 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.
[0076] Next, we will explain the main functional parts of the processing unit 10, namely, the game element acquisition unit 110, the unit configuration unit 111, the game execution unit 112, the battleship setting unit 113, the alliance pair setting unit 114, and the alliance request execution unit 115.
[0077] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121-125 and the second game element reading units 131-135. At this time, it also acquires reading unit IDs that identify the first game element reading units 121-125 and the second game element reading units 131-135 that read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 121-125 will be referred to as 121-125, and the reading unit IDs of the second game element reading units 131-135 will be referred to as 131-135). The game element acquisition unit 110 acquires, from the game element DB 190, type information 192, drawing information 193, parameter information 194, and ability information 195 that are associated with the element ID 191 of the acquired game card. Then, the game element acquisition unit 110 associates the reader ID with the game element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the unit configuration unit 111 and the game execution unit 112. The first game element reading units 121-125 and the game element acquisition unit 110 function as a first game element registration means. The second game element reading units 131-135 and the game element acquisition unit 110 function as a second game element registration means.
[0078] The unit configuration unit 111 receives the reading unit ID, element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition unit 110, and configures one unit (squad) from a pair of a pilot, which is a first game element, and a plane, which is a second game element. The unit configuration unit 111 identifies the pair of the first game element and the second game element from the reading unit ID. In this embodiment, combinations of reading unit IDs (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) correspond to the game elements that configure one unit. The unit configuration unit 111 identifies the first and second game elements to be paired by identifying the element ID 191 associated with each pair of reader IDs. The unit configuration unit 111 then configures a unit using the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191. The unit's capabilities are, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the pilot's aircraft, which is the second game element. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level and correction parameters for each game element, may be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. The unit's behavioral characteristics are subordinated (dependent) to at least one of the pilot's type (type), which is the first game element, or the aircraft's type (type), which is the second game element, which are constituent elements.
[0079] Furthermore, the unit configuration unit 111 can add the abilities of the first game element or the second game element as the capabilities of the unit. For example, if the vehicle of the second game element has an ability, a unit that has the vehicle of the second game element as a component can have the ability of the vehicle of the second game element.
[0080] The game execution unit 112 controls the entire game (including the display of game images) from the start to the end of the competitive game, and starts the competitive game when the price detection unit 15 detects payment of the price. In the competitive game, the units (units) configured by the unit configuration unit 111 and the set battleships (first game elements of the second type of game elements) are placed on the game field. The game execution unit 112 then controls the progress of the battle in accordance with the operation inputs made by the player to the units (units). In addition, the game execution unit 112 performs attack and defense calculations using various parameters of each unit and battleship during the battle, and determines whether the units and battleships are in a battle-ready or battle-unready state. The game management unit 112 also displays various effect images that can identify whether the units are in a battle-ready or battle-unready state, the activation of abilities, and other states.
[0081] The battleship setting unit 113 sets and manages the player's battleship using a battleship information database 200 that stores information related to configurable battleships. The battleship information database 200 is stored on the recording medium 19. A battleship information database 200 is prepared for each set (combination) of a battleship and a captain, and for each battleship set identification information (battleship set ID). FIG. 8 is a diagram showing an example of the battleship information database 200 for battleship set ID 1. In the example of FIG. 8, the battleship information database 200 for battleship set ID 1 includes battleship identification information (battleship ID) 201 that identifies the battleship, the battleship name 202, captain identification information (captain ID) 203 that identifies the captain, the captain name 204, battleship image data 205, captain image data 206, battleship attack parameters 207, battleship defense parameters 208, and support capability information 209. Hereinafter, the various pieces of information in the battleship information database 200 will be collectively referred to as battleship information. The support capability information 209 is information about the support content to be provided to an allied player when a request for cooperation is received from the allied player. The support content varies depending on the type of battleship, but for example, as shown in FIG. 8, it may include artillery support from the battleship to the allied player's base in the battle play, supply support to the allied player, attack support from the unit of the player who has been requested to cooperate, etc. The support capability information 209 also includes the probability of a lottery for which type of support will be provided when a request for cooperation is received.
[0082] These sets of battleships and captains can be acquired as rewards obtained by completing game events, or by exchanging them for in-game currency, and the acquired sets of battleships and captains are associated with the player ID in the player database 210 described below and stored in the reward information 215.
[0083] The battleship setting unit 113 sets the player's battleship on the battleship setting screen for the first phase, which is different from the battle phase. The battleships that the player can set are sets of battleships and captains associated with the player ID and registered in the reward information 215. The battleship setting unit 113 reads out the battleship information of the sets of battleships and captains registered in the reward information 215 from the battleship information database 200 and displays the battleship setting screen. FIG. 9 is a diagram showing an example of the battleship setting screen. The battleship setting screen in FIG. 9 displays battleship set 1 consisting of battleship A and captain X, and battleship set 2 consisting of battleship B and captain Y. The player can set the selected battleship set by selecting the battleship set to set. The set battleship set is recorded in the ownership information 213 of the player database 210, which will be described later.
[0084] The unit 114 matches players who will fight together and sets up unit battling pairs. There are the following methods for setting up unit battling pairs.
[0085] (1) A cooperative pair is set between players using game devices 1 installed in the same store (in-store cooperative pair setting). When forming a teamwork pair with a friend, it is likely that the game will be played using game devices 1 installed in the same store. Therefore, game devices 1 installed in the same store are matched with each other to set up teamwork pairs. Specifically, players who wish to form a teamwork pair press the teamwork pair setting button at the same time, and the server 2 detects this timing, thereby identifying the game device 1 of the teamwork player and setting up the teamwork pair. The specific operation will be described later.
[0086] (2) The player and a non-player character prepared on the game device 1 or game server 2 side are set as a teammate pair (non-player character teammate pair setting). Even if you don't have any friends and are playing alone, you can enjoy the game more if you can request a joint battle. In such a case, you can set up a joint battle pair with a non-player character prepared by the game device 1 or the game server 2. Specifically, by selecting the joint battle with non-player character button, you set up a joint battle pair with the non-player character prepared by the game device 1 or the game server 2. The specific operation will be described later.
[0087] In order to set up a cooperative pair, which will be described later, the cooperative pair setting unit 114 stores game device identification information that uniquely identifies the game device 1. Fig. 10 is a diagram showing an example of game device identification information. The game device identification information in Fig. 10 consists of a six-digit number, with the first three digits identifying the store and the last three digits identifying the game device 1 of that store.
[0088] During a battle game, the alliance request execution unit 115 activates one support type from among the support types of battleships set by the alliance player, in response to the player's selection of an alliance request. Information on the battleship set by the alliance player is identified from the battleship set ID included in the alliance player information transmitted from the server 2. The alliance request execution unit 115 reads the probability of the support type corresponding to the battleship set ID set by the alliance player from the battleship information database 200, and determines the support type from that probability. Then, the alliance request execution unit 115 activates the effect of the determined support type.
[0089] Next, the server 2 according to this embodiment will be described. Fig. 11 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.
[0090] 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 recording unit 21, expanding it into memory, and executing it. The processing unit 20 includes, as main functional units, a cooperative pair matching processing unit 201, a competitive player matching processing unit 202, and a management unit 203.
[0091] The cooperative pair matching processing unit 201 matches players together to form cooperative pairs. The cooperative pairs to be matched are between real players, or a real player and a non-player character. The cooperative pair matching processing unit 201 has a game device identification information database 300 for matching cooperative pairs. The game device identification information database 300 is a database that stores the game device identification information of game devices 1 that are installed and operable in a store. FIG. 12 is a diagram showing an example of the game device identification information database 300. Note that the game device identification information database 300 may be prepared for each store, or may be a single database that lists all the game device identification information databases. The specific operation of the cooperative pair matching processing unit 201 will be described later.
[0092] Furthermore, in preparation for the case where a non-player character is selected as a partner, the partner pair matching processing unit 201 predetermines the non-player character to be paired with the non-player character, a battleship set of the non-player character, and battleship information of the battleship set. Note that there may be multiple non-player characters to be paired with the non-player character. In this case, the battleship set corresponding to each non-player character and the battleship information of the battleship set are predeterminable.
[0093] The opponent player matching processing unit 202 performs matching processing for a competitive game (player-versus-player battle) between players provided in the game system of this embodiment. By the matching processing, a session is established for, for example, two game devices 1 that have transmitted matching requests at the same time among the game devices 1 connected to the server 2, and the state transitions to one in which information communication related to the competitive game is possible.
[0094] In the cooperative battle mode, the competitive player matching processing unit 202 matches players who have selected the cooperative battle mode. This is because if one of the competitive players is not in the cooperative battle mode, the player will not receive support such as attacks, which would be unfair. Each competitive player is matched with a competitive player according to his or her level (rank). FIG. 13 shows an example of competitive player matching. In the example of FIG. 13, players A and B are in a cooperative battle pair relationship, players C and E are in a cooperative battle pair relationship, and players D and F are in a cooperative battle pair relationship. Here, players A and C are matched with a level difference within a predetermined range so that their levels do not diverge, and players B and D are matched with a level difference within a predetermined range so that their levels do not diverge. At this time, care is taken to ensure that the competitive players of cooperative pairs, players A and B, are not the same player. For example, the competitive players of players A and B are not both player C. It should be noted that the matched opponent players do not have to be players in the same store as the player, as in a cooperative pair.
[0095] Furthermore, if the opponent player matching processing unit 202 cannot match a real player that meets the above-mentioned conditions, it may match a non-player character that meets the conditions instead of the real player.
[0096] Furthermore, if the level of either player in a cooperative pair is below a predetermined level, the opposing player matching processing unit 202 matches the player below the predetermined level with a non-player character. For example, the predetermined level may be low, and a player below the predetermined level is a beginner. In this way, a beginner can be matched with an opposing player of an appropriate level, allowing the beginner to participate with ease. On the other hand, if both players in a cooperative pair are above a predetermined level, the opposing player matching processing unit 202 matches both players with real players. This is because players above the predetermined level are experienced players.
[0097] The management unit 203 manages the evaluation of players related to the game based on the play content of the game played on the game device 1. More specifically, the management unit 203 evaluates players based on the play content for each battle game play, and generates or updates evaluation information for player information related to the player, which will be described later.
[0098] The recording unit 21 is a recording device capable of holding data, such as a non-volatile memory or HDD. The recording unit 21 stores information such as parameters required for the operation of each block in addition to the operation program of each block held by the server 2. The recording unit 21 also stores a player database 210 (player DB210).
[0099] In the game system of this embodiment, the player DB 210 is a database that manages information (player information) indicating game usage status associated with each user (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 according to the results of a game played using a player card on the game device 1, and is provided to the game device 1 when the player card is used again. This makes it possible for the game device 1 to provide game play that reflects the previous game play.
[0100] In this embodiment, the player information may include, for example, as shown in FIG. 14, progress status information 212 indicating the progress of the player's game play, possession information 213 indicating game elements that are available for use in the game for the player, enhancement status information 214 indicating the enhancement status of each of the available game elements, and reward information 215 indicating the reward granted to the player (which may be another type of game element).
[0101] Here, the progress status information 212 may include evaluation information evaluating the player's playing status, in addition to progress information indicating the progress to a predetermined story stage and battle record information indicating the player's battle record in a battle game. The possession information 213 is configured by sequentially adding the element IDs 191 of game elements associated with game cards used by the player in playing the game, i.e., game elements available to the player. The possession information 213 also records the battleship set IDs of battleship sets set by the player. The strengthening status information 214 may be configured to manage element levels, as indicators of parameters changed by strengthening, associated with the element IDs 191 of at least game elements that have been strengthened (changed from their initial state). In this embodiment, to facilitate understanding of the invention, the strengthening status information 214 is described as being updated when the results of a game played on the game device 1 are obtained. However, the strengthening status information 214 may be updated, for example, when information on the training results is obtained by using a training function on the game device 1. The reward information 215 includes information such as the battleship set ID of the battleship set acquired in the in-game event.
[0102] 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.
[0103] <Operations of Game Device 1 and Server 2> The following describes the operation of the game device 1. Figure 15 is a flowchart showing the operation of the game device 1. In the following description, the maximum number (upper limit) of cards that can be registered in the battle game is five for both pilot cards (first game element) and boarded aircraft cards (second game element).
[0104] To start a competitive game, a player inserts coins of a predetermined amount or an equivalent coin as a fee for the service of the competitive game into an insertion slot of the game device 1. When the fee detection unit 15 detects the fee (Step 100), the game execution unit 112 starts the service of the competitive game (Step 101).
[0105] The player has the user information reading unit 16 read the player card (Step 102). The user information reading unit 16 reads the player ID 211 from the player's player card and transmits the player ID 211 to the server 2, thereby receiving from the server 2 the progress status information 212, possession information 213, strengthening status information 214, reward information 215, etc. associated with the player ID 211. This information is passed to the processing unit 10.
[0106] Next, the game execution unit 112 determines whether the player selects the battleship setting screen (Step 103). If the battleship setting screen is selected (Step 104), the battleship setting unit 113 starts the battleship setting process (Step 105).
[0107] FIG. 16 is a flowchart showing the operation of the battleship setting process.
[0108] The battleship setting unit 113 reads out battleship information of the battleship set that the player can set from the battleship information database using the battleship set ID that the player has obtained from the reward information 215 of the player's player database 210 (Step 200), and displays a battleship setting screen that displays the battleship set that the player can set (Step 201). The battleship setting screen is, for example, as shown in Fig. 9. At this time, if there is a battleship set that has already been set based on the possession information 213 of the player's player database 210, that battleship set is displayed.
[0109] The battleship setting unit 113 determines whether the player has changed the battleship that has already been set (set battleship) and selected a new battleship to set (Step 202). If the set battleship has been changed (Step 203), the battleship setting unit 113 registers the selected battleship as a set battleship in the possession information 213 of the player's player database 210 (Step 204).
[0110] Returning to the description of the flowchart in FIG.
[0111] The game execution unit 112 displays a battle mode selection screen and determines the battle mode (Step 106). If the player selects the cooperative battle mode (in-store cooperative pair setting and non-player character cooperative pair setting) (Step 107), the cooperative pair setting unit 114 executes cooperative pair setting processing (Step 108).
[0112] Figure 17 is a diagram for explaining a series of actions for selecting a battle mode. In the example of the selection screen in Figure 17, buttons are displayed so that the normal battle mode and the cooperative battle mode can be selected as the battle mode (Figure 17(a)). Then, when the player selects the cooperative battle mode, buttons are displayed so that the player can select an in-store cooperative pair setting and a non-player character cooperative pair setting (Figure 17(b)).
[0113] FIG. 18 is a flowchart of the cooperative pair setting process.
[0114] The alliance pair setting unit 114 determines the selection of the alliance mode (Step 300). When an in-store alliance pair is selected (Step 301), the alliance pair setting unit 114 displays a search start screen (Step 302). An example of the search start screen is shown in FIG. 17(c). When players in the store form a alliance pair, the players press the search start button at the same time. On the other hand, when a non-player character is selected as the alliance pair, a request for matching of the alliance pair is made to the server 2 (Step 309). The matching request includes game device identification information (game device ID) and the player ID obtained from the player card.
[0115] The alliance pair setting unit 114 determines whether the search start button has been pressed (Step 303). When the search start button has been pressed (Step 304), the alliance pair setting unit 114 makes a matching request for alliance pairs to the server 2 (Step 305). The matching request includes game device identification information (game device ID), the player ID acquired from the player card, and time information at the time of pressing.
[0116] Here, a description will be given of the cooperative pair matching process performed by the server 2. FIG.
[0117] First, when players in the store who wish to form a cooperative pair press a search start button at the same time, a matching request is transmitted from each player's game device 1 (Steps 400, 401). The matching request includes game device identification information (game device ID), the player ID acquired from the player card, and time information at the time of pressing.
[0118] Upon receiving the matching request, the server 2 performs a cooperative pair matching process (Step 402).
[0119] FIG. 20 is a flowchart of the cooperative pair matching process performed by the server 2.
[0120] The team-up pair matching processing unit 201 of the server 2 receives the matching request (Step 500).
[0121] The alliance pair matching processing unit 201 identifies a matching request transmitted from a game device 1 installed in the same store based on a numerical value identifying the store among the game device IDs included in the matching request (Step 501). If there is a matching request transmitted from a game device 1 installed in the same store (Step 502), the alliance pair matching processing unit 201 determines the difference in time information of the matching requests (Step 503). If there is a pair of matching requests whose time information differs by a predetermined time (for example, within one second) (Step 504), the alliance pair matching processing unit 201 identifies the player IDs of the game devices 1 that transmitted the matching requests of the pair, and sets the players with those player IDs as a alliance pair (Step 505). Then, the alliance pair matching processing unit 201 transmits alliance player information to the game device 1 that transmitted the matching request (Step 506). The collaborative player information includes the player name identified from the player ID obtained from the player database 210 of the player, and the battleship set ID set by that player.
[0122] On the other hand, if there is only one matching request from a game device 1 installed in the same store (Step 502), or if the time information difference between the matching requests is not within a predetermined time period even if the matching requests are from the same store (Step 504), the alliance pair matching processing unit 201 sets a non-player character as a alliance pair for the player of the game device 1 that made the matching request (Step 507). Then, the alliance pair matching processing unit 201 transmits alliance player information to the game device 1 that made the matching request (Step 506). The alliance player information includes the player name and battleship set ID of a predetermined non-player character.
[0123] If a matching request with a non-player character as a partner pair is received, the non-player character is set as a partner pair for the player of the game device 1 that made the matching request, and partner player information is transmitted to the game device 1 that made the matching request, as in Step 507. The partner player information includes the player name and battleship set ID of the predetermined non-player character.
[0124] This concludes the explanation of the cooperative pair matching process performed by server 2.
[0125] The unit 114 of the game device 1 receives the united fighting player information (Step 306). The united fighting pair setting unit 114 displays the united fighting player information using the received united fighting player information (Step 307). For example, examples of display of the united fighting player information are shown in FIGS. 17(d) and 17(e). Note that when a matching request with a non-player character is made as a united fighting pair, the united fighting pair setting unit 114 displays information about the non-player character as the united fighting player information. Then, the united fighting pair setting unit 114 sets the player and the player of the received united fighting player information as a united fighting pair (Step 308).
[0126] This concludes the explanation of the cooperative pair setting process, and we return to the flowchart in Figure 15.
[0127] When the cooperative pair setting process is completed (Step 108), the game execution unit 112 displays a game element registration screen (Step 109). FIG. 21 is a diagram showing an example of the game element registration screen. The game element registration screen of FIG. 21 displays a dialog box informing the player that up to five pilot cards and up to five aircraft mech cards from among the game cards owned by the player XXXX can be set (placed) in the first game element reading units 121-125 and the second game element reading units 131-135, and that the player should press the set completion button when the setting (placement) is complete. The player sets (places) the pilot card of a pilot he or she wants to appear in the battle game in the first game element reading units 121-125, and sets (places) the aircraft mech card of the aircraft he or she wants to appear in the battle game in the second game element reading units 131-135. Then, when the player has completed setting (placement) the game cards, the player presses the set completion button.
[0128] When the set completion button is pressed (Step 110), the first game element reading units 121-125 and the second game element reading units 131-135 read the element ID printed on the game card, and the read element ID together with the reading unit ID of the first game element reading units 121-125 and the second game element reading units 131-135 are output to the game element acquisition unit 110 (Step 111).
[0129] The game element acquisition unit 110 acquires the element ID and reader ID of the set (placed) game card. Then, the game element acquisition unit 110 acquires type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191 of the acquired game card from the game element DB 190, associates the reader ID, element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the game execution unit 112 and the unit configuration unit 111 (Step 112).
[0130] The game execution unit 112 counts the number of reader IDs of the first game element reader IDs 121 to 125 among the reader IDs, and determines whether the maximum number (upper limit) of first game elements that can be registered has been reached (Step 113). For example, if the player sets (places) pilot cards in all of the first game element reader IDs 121 to 125, the number of reader IDs is five, 121 to 125, which has reached the maximum number (upper limit) that can be registered.
[0131] When the number of reader IDs of the first game element reader has reached the maximum number (upper limit) that can be registered, the game execution unit 112 counts the number of reader IDs of the second game element reader 131-135 among the reader IDs, and determines whether the maximum number (upper limit) of second game elements that can be registered has been reached (Step 114). For example, if the player sets (places) boarding unit cards in all of the second game element reader 131-135, the number of reader IDs will be five, 131-135, which has reached the maximum number (upper limit) that can be registered.
[0132] If the number of second game elements has reached the maximum number (upper limit) that can be registered, the game execution unit 112 displays a battle approval button, and when the player approves the battle (Step 115), the unit configuration unit 111 uses the reading unit ID, element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195 obtained from the game element acquisition unit 110 to configure a unit (squad) from a pair of a pilot, which is a first game element, and a piloted aircraft, which is a second game element (Step 116).
[0133] Furthermore, if the number of registered first game elements or second game elements has not reached the maximum number (5 in this example) (Step 113, Step 114), the game execution unit 112 performs a process to replenish game elements according to the player's level, etc., as appropriate (Step 118), and forms a unit (Step 116).
[0134] When the unit configuration unit 111 completes the configuration of the units, the game execution unit 112 starts the opponent player matching process (Step 117). The game execution unit 112 transmits an opponent player matching request to the server 2 (Steps 405, 406), and the opponent player matching processing unit 202 of the server 2 performs the opponent player matching process (Step 407). The opponent player matching processing unit 202 then transmits information about the matched opponent players to the game devices 1, and each game device 1 receives the opponent player information (Steps 408, 409).
[0135] The game execution unit 112 of each game device 1 starts the battle process (Steps 118, 410, 411).
[0136] Next, the operation of a joint fight request during a battle will be described. Figure 22 is a flowchart of the joint fight request process, and Figure 23 is a transition diagram of the joint fight request screen.
[0137] As shown in FIG. 23(a), the alliance request execution unit 115 displays the alliance request button 34 on the battle field screen during the battle game (Step 600). The alliance request execution unit 115 determines whether the alliance request button has been pressed and a request for alliance has been selected (Step 601). When a request for alliance has been selected (Step 602), the alliance request execution unit 115 performs an effect of a request for alliance (Step 603). The effect of the alliance request does not immediately execute support, but rather, for example, as shown in FIG. 23(b), performs an effect that makes it appear as if support is being requested from the alliance player.
[0138] Next, the alliance request execution unit 115 determines the support type from the alliance player's battleship set ID included in the alliance player information (Step 604). To determine the support type, the support information 209 in the battleship information database 200 corresponding to the alliance player's battleship set ID is read, and a lottery is held based on the probability of each support type. The alliance request execution unit 115 then determines the selected support type as the support type for the alliance request.
[0139] The joint fight request execution unit 115 activates the support capability of the determined support type in the battle game of the player who made the joint fight request (Step 605). For example, as shown in FIG. 23(c), artillery support is activated. This concludes the explanation of the game operation.
[0140] This embodiment allows players to enjoy competitive play not only alone but also with friends and other players. It also provides an opportunity for users who have never played a competitive game to participate in a competitive game. As a result, the entertainment value of the game can be increased.
[0141] <First Modification of the First Embodiment> In the first embodiment, an example has been described in which a unit consisting of a first game element and a second game element becomes a game element that is the main player in attack or defense. However, the present invention can also be applied to a game in which a single game element alone becomes the main player in attack or defense.
[0142] <Modification 2 of the First Embodiment> In the first embodiment, an example has been described in which players of game devices 1 installed in the same store are set up as cooperative pairs. However, when playing with friends, it is thought that players often play on game devices 1 that are close to each other. For example, adjacent game devices or opposing game devices. Therefore, an example will be described in which, even among game devices 1 installed in the same store, the game devices 1 that can be set up as cooperative pairs are limited to adjacent game devices and opposing game devices 1.
[0143] When the game devices 1 that can set up a cooperative pair are limited to adjacent game devices or opposing game devices 1, the cooperative pair matching processing unit 201 needs to identify that the game devices 1 that have requested matching are adjacent game devices or opposing game devices 1. Therefore, the cooperative pair matching processing unit 201 needs a game device identification information database 300 that specifies the installation positional relationship of the game devices 1. FIG. 24 is an example of the game device identification information database 300 according to Modification 2 of the first embodiment. The game device identification information database 300 in FIG. 24 is a database that takes into account the installation positional relationship of the game devices 1. For example, suppose six game devices 1 are installed in two rows in one store, as shown in Fig. 24. The first row is made up of game devices 1-1 (game device identification ID: 100001), 1-2 (game device identification ID: 100002), and 1-3 (game device identification ID: 100003), and the second row is made up of game devices 1-4 (game device identification ID: 100004), 1-5 (game device identification ID: 100005), and 1-6 (game device identification ID: 100006), facing the game devices 1 in the first row. The game device identification information database 300 in Fig. 24 is configured with rows and columns that reflect this positional relationship.
[0144] For example, if the game device identification IDs included in the matching requests are "100004" and "100005", the two matching requests have been sent from adjacent game devices 1, and so the alliance pair matching processing unit 201 sets the player of the game device 1 with the game device identification ID "100004" and the player of the game device 1 with the game device identification ID "100005" as alliance players. Similarly, if the game device identification IDs included in the matching requests are "100002" and "100005", the two matching requests have been sent from opposing game devices 1, and so the alliance pair matching processing unit 201 sets the player of the game device 1 with the game device identification ID "100002" and the player of the game device 1 with the game device identification ID "100005" as alliance players.
[0145] With this configuration, the alliance pair matching processing unit 201 does not need to determine the time information, so the burden of the matching processing on the alliance pair matching processing unit 201 is reduced.
[0146] <Third Modification of the First Embodiment> The fighting game of this embodiment has a normal fighting mode in which players fight each other individually, and a cooperative fighting mode in which two or more players form groups and fight each other. However, considering that the cooperative fighting mode requires two or more players and the processing load on the server 2, the times and stores in which the cooperative fighting mode can be implemented may be limited.
[0147] <Second embodiment> In the first embodiment, an example was described in which players of game devices 1 installed in the same store set up a cooperative pair. However, if it were possible to set up a cooperative pair with a friend in a remote location across stores, the fun would be increased. Therefore, in the second embodiment, an example will be described in which a cooperative pair is set across stores.
[0148] FIG. 25 is a diagram for explaining the second embodiment.
[0149] As shown in FIG. 25, the alliance pair setting unit 114 displays a button for setting an alliance pair by matching code as a third matching method (FIG. 25(a)).
[0150] The first player and the second player who wish to form a team pair press a button for setting a team pair by matching code. Then, the team pair setting unit 114 transitions to a selection screen for issuing or inputting a matching code (FIG. 25(b)).
[0151] The first and second players who will form a cooperative pair will be in charge of issuing the matching code and inputting the matching code, respectively. Here, the first player will be in charge of issuing the matching code, and the second player will be in charge of inputting the matching code.
[0152] When the first player presses the matching code issue button, the unit 114 of the game device 1 of the first player transmits a request for issuing a matching code to the unit 201 of the server 2. The request for issuing a matching code includes, in addition to the request for issuing a matching code, game device identification information (game device ID) and the player ID acquired from the player card. The unit 201 of the server 2 issues a matching code and transmits it to the unit 114 of the game device 1 of the first player. The issued matching code is a code (such as a character string) that can uniquely identify the first player without duplication within a predetermined time. The unit 114 of the game device 1 of the first player displays the received matching code (123456) (FIG. 25(c)). The first player communicates the displayed matching code (123456) to the second player.
[0153] Upon being notified of the matching code, the second player presses the matching code input button. The united fighting pair setting unit 114 of the game device 1 of the second player displays a matching code input screen (FIG. 25(d)). When the second player inputs the notified matching code (123456) and presses the enter button, the united fighting pair setting unit 114 of the game device 1 of the second player transmits a matching request including the input matching code (123456) to the united fighting pair matching processing unit 201 of the server 2. In addition to the matching code (123456), the matching request includes game device identification information (game device ID) and the player ID obtained from the player card.
[0154] The alliance pair matching processing unit 201 of the server 2 receives the matching request and compares the issued matching code (123456) with the received matching code (123456). If the matching codes match, the player IDs of the game devices 1 linked to the matching code are identified, and the players with those player IDs are set as an alliance pair. The alliance pair matching processing unit 201 then transmits alliance player information to the game device 1 that requested the issuance of the matching code (matching code issuing side) and the game device 1 that requested the matching (matching code input side). The alliance player information includes the player name identified from the player ID and the battleship set ID set by that player.
[0155] The united fighting pair setting units 114 of the game devices 1 of the first player and the second player use the received united fighting player information to display the united fighting player information (FIGS. 25(e) and 25(f)).
[0156] With this configuration, players who are far apart can be set as a cooperative pair regardless of the store where the game device 1 is installed.
[0157] <Third embodiment> A third embodiment of the present invention will now be described.
[0158] In the third embodiment, in addition to the configuration of the game device 1 of the first and second embodiments, a bonus providing unit 116 is added. Figure 26 is a block diagram of the game device 1 of the third embodiment.
[0159] The benefit providing unit 116 provides a benefit to the player on the condition that the player has played a battle in the cooperative battle mode. The benefit to be provided includes a first benefit and a second benefit.
[0160] The first benefit is a benefit that is granted each time a battle is executed in the cooperative battle mode. The first benefit may be an intangible or tangible item, but in this embodiment, it is an intangible item. When a battle in the cooperative battle mode ends, the benefit granting unit 116 grants the first benefit to each player of the cooperative pair. The granted benefit is stored in the player's reward information 215.
[0161] The second benefit is a benefit that can be obtained by using the first benefit. For example, it is a benefit that can be obtained by collecting and using 10 first benefits. The second benefit may be an intangible or tangible object, but in this embodiment, it is a tangible object. Examples of tangible objects are a pilot game card and a game card of a piloted aircraft, which are game elements of the first type. The benefit granting unit 116 provides game cards to the player in exchange for a predetermined number of first benefits.
[0162] This configuration encourages players to actively participate in battles in the cooperative battle mode, making the game more interesting. Also, since the cooperative battle mode requires two or more players, the number of players participating in the game increases.
[0163] 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.
[0164] [Appendix 1] A program for causing a game device configured by a computer to execute a competitive game, The computer game element registration means for registering game elements of a first player; group setting means for setting the first player and the second player into a group; a game execution means for executing a competitive game between the first player and a competitive player using game elements of the registered first player; an assistance execution means for enabling the second player to execute assistance in the competitive game using a game element on condition that the first player selects assistance, while the competitive game is being played between the first player and an opposing player; A program that functions as a
[0165] [Appendix 2] the group setting means controls to select at least one group setting mode in which a method of setting a group between the first player and the second player is different; The program described in Appendix 1.
[0166] [Appendix 3] the group setting means, in the group setting mode, sets the first player and the second player to a group on the condition that a first game device that is an execution device of the first player and a second game device that is an execution device of the second player are installed in the same store; 1. A program according to claim 1 or 2.
[0167] [Appendix 4] the group setting means sets the first player and the second player into a group on the condition that a request for group setting from the first game device and a request for group setting from the second game device are made within a predetermined time period; 1. A program according to any one of appendices 1 to 3.
[0168] [Appendix 5] the group setting means sets the first player and the second player to a group on the condition that the first game device and the second game device are installed adjacent to or facing each other; 1. A program according to any one of appendices 1 to 4.
[0169] [Appendix 6] the group setting means sets the first player and a non-player character to a group on the condition that it is impossible to set a group with the second player; 1. A program according to any one of appendices 1 to 5.
[0170] [Appendix 7] the group setting means sets the first player and a non-player character as a group in the group setting mode; 10. A program according to any one of appendices 1 to 6.
[0171] [Appendix 8] the group setting means, in the group setting mode, issues a temporary matching code from a first game device that is an execution device of the first player, and sets the first player and a second player of a second game device to which the matching code has been input into a group; 10. A program according to any one of appendices 1 to 7.
[0172] [Appendix 9] the support execution means executes one of a plurality of support types on the condition that the first player selects a support; 10. A program according to any one of appendices 1 to 8.
[0173] [Appendix 10] the plurality of support types differ depending on the types of game elements set by the second player; 10. A program according to any one of appendices 1 to 9.
[0174] [Appendix 11] The assistance execution means limits the execution of the assistance to a predetermined number of times or less. 11. A program according to any one of claims 1 to 10.
[0175] [Appendix 12] causing the computer to function as a battle mode selection means for controlling the computer to select between a first battle mode in which the first player can play a battle game alone and a second battle mode in which the first player and the second player form a group and play a battle game; 12. A program according to any one of appendices 1 to 11.
[0176] [Appendix 13] the battle mode selection means limits the time during which the second battle mode can be selected; 13. A program according to any one of appendices 1 to 12.
[0177] [Appendix 14] causing the computer to function as a matching means for matching the first player with the opponent player; the matching means matches an opponent player different from the opponent player of the second player as the opponent player of the first player; 14. A program according to any one of claims 1 to 13.
[0178] [Appendix 15] the matching means selects and matches a player to compete with the first player from among players who have selected the second battle mode; 15. A program according to any one of appendices 1 to 14.
[0179] [Appendix 16] the matching means matches the first player with an opponent player according to the level of the first player; 16. A program according to any one of appendices 1 to 15.
[0180] [Appendix 17] The matching means When at least one of the level of the first player and the level of the second player is below a predetermined level, a non-player character is matched as a competing player for the player below the predetermined level; If both the level of the first player and the level of the second player are above the predetermined level, matching a real player as a competing player for the first player and the second player. 17. A program according to any one of appendices 1 to 16.
[0181] [Appendix 18] causing the computer to function as a benefit granting means that grants a first benefit on condition that the battle game in the second battle mode has been executed, and grants a second benefit different from the first benefit on condition that a plurality of the first benefits have been used; 18. A program according to any one of appendices 1 to 17.
[0182] [Appendix 19] the first benefit is a virtual item; The second benefit is a physical item; 19. A program according to any one of appendices 1 to 18.
[0183] [Appendix 20] a game element registration means for registering a game element of a first player; a group setting means for setting the first player and the second player into a group; a game execution means for executing a competitive game between a registered first player and an opposing player using game elements of the registered first player; an assistance execution means for enabling the second player to execute assistance in the competitive game using a game element on condition that the first player selects assistance while the competitive game is being played between the first player and an opposing player; A game device comprising:
[0184] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]
[0185] 1. Game device 2 Server 10 Processing section 11 Display section 121~125 First game element reading unit 131-135 Second game element reading unit 14 Operation input section 15 Price detection unit 16 User information reading unit 17 Sound output section 18 Communications Department 19 Memory section 110 Game Element Acquisition Unit 111 Unit Component Section 112 Game Execution Department 113 Battleship Settings 114 Co-op Pair Setting Department 115 Joint Struggle Request Execution Department 116 Benefits Granting Department 201 Collaborative pair matching processing unit 202 Player Matching Processing Unit 203 Management Department
Claims
1. A program for causing a game device configured by a computer to execute a competitive game, The computer a game element registration means for registering a game element of a first player; group setting means for setting the first player and the second player into a group; a game execution means for executing a competitive game between the first player and an opposing player using game elements of the registered first player; support execution means for enabling the second player to execute support for the competitive game using a game element on condition that the first player selects support, while the competitive game is being played between the first player and an opposing player; It functions as the group setting means issues a temporary matching code from a first game device that is an execution device of the first player, and sets the first player and a second player of a second game device to which the matching code has been input into a group; program.
2. the group setting means sets the first player and the second player into a group on the condition that a request for group setting from the first game device and a request for group setting from the second game device are made within a predetermined time period; The program according to claim 1.
3. the group setting means sets the first player and a non-player character to a group on the condition that it is impossible to set a group with the second player; The program according to claim 1 or 2.
4. the support execution means executes one of a plurality of support types on the condition that the first player selects a support type; The program according to claim 1.
5. the plurality of support types differ depending on the type of game element set by the second player; The program according to claim 4.
6. The assistance execution means limits the execution of the assistance to a predetermined number of times or less. The program according to claim 5.
7. causing the computer to function as a battle mode selection means for controlling the computer to select between a first battle mode in which the first player can play a battle game alone and a second battle mode in which the first player and the second player form a group and play a battle game; The program according to claim 1.
8. the battle mode selection means limits the time during which the second battle mode can be selected; The program according to claim 7.
9. causing the computer to function as a matching means for matching the first player with the opponent player; the matching means matches an opponent player different from the opponent player of the second player as the opponent player of the first player; The program according to claim 7.
10. the matching means selects and matches a player to compete with the first player from among players who have selected the second battle mode; The program according to claim 9.
11. the matching means matches the first player with an opponent player according to the level of the first player; The program according to claim 9.
12. The matching means When at least one of the level of the first player and the level of the second player is below a predetermined level, a non-player character is matched as a competing player for the player below the predetermined level; If both the level of the first player and the level of the second player are above the predetermined level, matching a real player as a competing player for the first player and the second player. The program according to claim 11.
13. causing the computer to function as a benefit providing means for providing a first benefit on condition that the battle game in the second battle mode has been executed, and for providing a second benefit different from the first benefit on condition that a plurality of the first benefits have been used; The program according to claim 7.
14. the first benefit is a virtual item; the second benefit is a physical item; The program according to claim 13.
15. a game element registration means for registering game elements of a first player; a group setting means for setting the first player and the second player into a group; a game execution means for executing a competitive game between the first player and an opposing player using game elements of the registered first player; an assistance execution means for enabling the second player to execute assistance in the competitive game using a game element on condition that the first player selects assistance while the competitive game is being played between the first player and an opposing player; Equipped with the group setting means issues a temporary matching code from a first game device that is an execution device of the first player, and sets the first player and a second player of a second game device to which the matching code has been input into a group; Game device.
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