Program and game device
The game device and program enhance player interest by registering and presenting game elements, controlling movement operations, and offering advice, thereby improving the gaming experience.
Patent Information
- Application Number
- JP2025093123
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-03-02
- Filing Date
- 2025-06-04
- Publication Date
- 2025-08-27
AI Technical Summary
Existing game systems lack mechanisms to enhance player interest through strategic gameplay and advice provision.
A game device and program that register and present game elements, control movement operations, and provide advice information to enhance player engagement.
Increases player interest by providing strategic gameplay and advice, enhancing the overall gaming experience.
Smart Images

Figure 2025125562000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device. [Background technology]
[0002] There are games that provide advice as the player progresses (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-161976 Summary of the Invention [Problem to be solved by the invention]
[0004] Depending on how these pieces of advice are presented, it may be possible to increase the player's interest in the game.
[0005] Therefore, the present invention aims to provide a program and a game device that provide a game that enhances the interest of the game. [Means for solving the problem]
[0006] One aspect of the present invention is a program for causing a computer to execute a game, the program causing the computer to function as game element registration means for registering game elements to be included in the game, presentation means for presenting the registered game elements, game execution means for executing a game using the game elements, operation object control means for making a first type of game element, of the presented game elements, the first type of game element the object of movement operation and not making a second type of game element the object of movement operation, and advice information provision means for providing advice information about the game from the second type of game element.
[0007] One aspect of the present invention is a game device comprising: a game element registration means for registering game elements to be featured in a game; a presentation means for presenting the registered game elements; a game execution means for executing a game using the game elements; an operation object control means for designating, among the presented game elements, game elements of a first type as objects for movement operation and game elements of a second type as objects for movement operation, and an advice information provision means for providing advice information about the game from game elements of the second type. [Effects of the Invention]
[0008] According to the present invention, it is possible to increase the player's interest in the game. [Brief explanation of the drawings]
[0009] [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 set setting screen. [Figure 10]FIG. 10 shows an example of the captain advice information database 300. [Figure 11] FIG. 11 is a diagram showing an example of the provision of captain advice information on the unit formation screen. [Figure 12] FIG. 12 shows an example of captain advice information provided on the battle screen. [Figure 13] FIG. 13 is a diagram showing an example of a method for presenting captain advice. [Figure 14] FIG. 14 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. [Figure 15] FIG. 15 is a diagram showing an example of player information. [Figure 16] FIG. 16 is a flowchart showing the operation of the game device 1. [Figure 17] FIG. 17 is a flowchart showing the operation of the battleship set setting process. [Figure 18] FIG. 18 is a flowchart of the captain advice providing process. [Figure 19] FIG. 19 is a diagram showing an example of the captain advice information database 301 and the operator advice information database 400. As shown in FIG. [Figure 20] FIG. 20 is a flowchart of the operation of providing advice information in the second embodiment. [Figure 21] FIG. 21 shows an example in which the captain's advice was not selected at the transition timing of the sortie formation screen, and advice was provided by the operator. DETAILED DESCRIPTION OF THE INVENTION
[0010] An embodiment of the present invention will be described.
[0011] 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.
[0012] 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 is capable of performing 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 home-use game device, a personal computer, a tablet computer, a controller for a home-use game device, or the like. There are basically multiple game devices 1, and each is operated by a player.
[0013] 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, that is, 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).
[0014] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 via the server 2 and communication line N, but the game is not limited to competitive games between players (humans) and also includes cases where one of the players is a non-player character provided by the server 2. Furthermore, games for which a play experience is provided on the game device 1 are not limited to competitive games between players and may include games configured for single player use.
[0015] In the following embodiments, the present invention is applied to an example of a game device that executes a competitive game in which a screen on which game elements are arranged on a game field is displayed, but 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.
[0016] <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.
[0017] 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.
[0018] First, the first type of game element in this embodiment will be described.
[0019] 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.
[0020] In this embodiment, the multiple types of items associated with the first type of game element are all tangible game cards, and each is described as being associated with one 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.
[0021] 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).
[0022] 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 type of first game elements and the first type of second game elements is divided into multiple types.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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).
[0035] Next, the second type of game element will be described. The second type of game elements differ from the first type of game elements in that the second type of game elements are not associated with real objects such as game cards. The second type of game elements are game elements that can appear in the game 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.
[0036] The second type of game element includes a second type of first game element and a second type of 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 a battleship and a captain 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.
[0037] 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.
[0038] On the other hand, the captain, which is the second game element, provides advice information to the player on various screens of the game (such as the sortie screen and the battle screen). However, this advice information is only for presentation purposes and does not provide strategic information that will give an advantage in the battle.
[0039] In addition, the second type of game element is provided to the player as a combination (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.
[0040] 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.
[0041] Next, an outline of the competitive game will be explained. The battle game includes a first phase and a second phase. The first phase is a battleship setting phase in which a battleship set (a second type of game element) to be used in the battle game is 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.
[0042] 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).
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] <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.
[0048] 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.
[0049] 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).
[0050] 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).
[0051] 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.
[0052] 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.
[0053] 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.
[0054] FIG. 6 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.
[0055] 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.
[0056] 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 a 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 expanding 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 set setting unit 113, and a captain advice providing unit 114. These units will be described later.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] Next, 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 set setting unit 113, and the captain advice providing unit 114, will be described.
[0070] 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.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] The battleship set setting unit 113 sets and manages the player's battleship set using a battleship information database 200 that stores information about battleship sets that can be set. The battleship information database 200 is stored on the recording medium 19. A battleship information database 200 is prepared for each battleship set (combination) of a battleship and a captain (for each battleship set identification information). FIG. 8 is a diagram showing an example of the battleship information database 200 for battleship set 1 (battleship set identification information). In the example of FIG. 8, the battleship information database 200 for battleship set 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, and battleship defense parameters 208. Hereinafter, each piece of information in the battleship information database 200 will be collectively referred to as battleship information. These battleships and battleship sets of captains can be acquired as rewards obtained by completing game events, or by exchanging them for in-game currency, and the battleship set identification information of the acquired battleships and battleship sets of captains is added to the reward information 215, which will be described later.
[0075] The battleship set setting unit 113 sets the player's battleship set on the battleship set setting screen for the first phase, which is different from the battle phase. The battleship sets that the player can set are battleship sets registered in the reward information 215. The battleship set setting unit 113 reads out battleship information of the battleship sets registered in the reward information 215 (battleship sets owned by the player) from the battleship information database 200, and displays the battleship set setting screen. FIG. 9 is a diagram showing an example of the battleship set setting screen. The battleship set 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.
[0076] The captain advice providing unit 114 provides advice information using the captain of the set battleship set. The advice information is provided on a monitor screen displaying an image of the captain of the set battleship set in a position different from the position of the battleships of the set battleship set. The captain advice providing unit 114 provides advice information from the captain on the monitor screen in predetermined situations, such as when a unit sorties or during a battle. The captain advice providing unit 114 provides this advice using a captain advice information database 300. The captain advice information database 300 is stored on the recording medium 19. The captain advice information database 300 includes the timing for providing captain advice and the advice information to be provided. Figure 10 shows an example of the captain advice information database 300, which stores each provision timing and the advice audio to be provided at that provision timing. If there are multiple advice audios at one provision timing, the captain advice providing unit 114 selects and provides one advice audio from the multiple advice audios, for example, by lottery with equal probability. Furthermore, the captain advice information database 300 is commonly used by captains of multiple battleship sets. In this way, the captain advice is set in advance and is commonly used by multiple captains, so the advice provided by the captain advice providing unit 114 is advice for performance purposes and is not strategic information that is used to judge the battle situation and gain an advantage in the battle. However, the tone of the advice voice may be changed depending on the gender and personality of the captain.
[0077] As an example of advice information provided by the captain advice providing unit 114, an example of advice information displayed on the setting screen and the battle screen will be described. FIG. 11 is a diagram showing an example of provision of captain advice information on a unit formation screen. The example in FIG. 11 is a unit formation screen, in which a monitor screen is displayed in the upper left of the screen displaying units (five units) organized based on game cards registered by the player, and Captain X set by the player is displayed on the monitor screen. Captain advice information of "Begin preparations for sortie" is provided by Captain X's voice. FIG. 12 is a diagram showing an example of provision of captain advice information on a battle screen. The example in FIG. 12 is a battle screen in which the units and battleships of the player and the opposing player are arranged, and a monitor screen is displayed in the upper left of the battle screen displaying Captain X set by the player. Captain advice information of "Begin sortie" is provided by Captain X's voice.
[0078] The captain advice providing unit 114 also presents each monitor screen in a different way from the usual way of presenting advice. FIG. 13 is a diagram showing an example of a method for presenting captain advice. In the example of FIG. 13, first, a dot of the same color as the monitor's outer frame is displayed in the center of the monitor display position of the captain advice, and the dot begins to extend left and right, at which point a "beep beep" communication sound begins to be played. After extending to the full length of both ends of the monitor, the dot begins to expand up and down, and the advice audio "Convey orders" begins to be played. When it has fully expanded to the size of the monitor, the captain is displayed, and the audio "Depart" is played. On the other hand, the captain advice information ends in the reverse order of the example shown in FIG. 13. By adopting such a dramatic presentation method, realistic captain advice can be presented.
[0079] Next, the server 2 according to this embodiment will be described. Fig. 14 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.
[0080] 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 in memory, and executing it. The processing unit 20 includes, as main functional units, a matching processing unit 201 and a management unit 202.
[0081] The matching processing unit 201 performs matching processing for a competitive game (player-versus-player battle) between players provided in the game system of this embodiment. Through 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.
[0082] The management unit 202 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 202 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.
[0083] 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).
[0084] 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.
[0085] In this embodiment, the player information may include, for example, as shown in FIG. 15, 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).
[0086] Here, the progress status information 212 may include evaluation information evaluating the player's play 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 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 results of training is obtained by using a training function on the game device 1. The reward information 215 includes information such as the identification information of battleship sets acquired by the player through in-game events, etc. The reward information 215 also includes identification information of the battleship set that the player has set as the battleship set to appear in the game.
[0087] 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.
[0088] <Operation of Game Device 1> The following describes the operation of the game device 1. Figure 16 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).
[0089] 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).
[0090] 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.
[0091] Next, the game execution unit 112 determines whether the player selects the battleship set setting screen (Step 103). When the battleship set setting screen is selected (Step 104), the battleship set setting unit 113 starts a battleship set setting process (Step 105). The battleship setting process will be described later.
[0092] The game execution unit 112 displays a game element registration screen (Step 106). FIG. 12 is a diagram showing an example of the game element registration screen. The game element registration screen of FIG. 13 displays a dialog box informing the player that up to five pilot cards and up to five boarded mecha 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 cards of the pilots he / she wants to appear in the battle game from among the game cards he / she owns in the first game element reading units 121-125, and sets (places) the boarded mecha cards of the boarded mecha cards he / 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) of the game cards, he / she presses the set completion button.
[0093] When the set completion button is pressed (Step 107), 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 108).
[0094] 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 109).
[0095] 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 110). 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.
[0096] 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 111). 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.
[0097] 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 112), 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 113).
[0098] Furthermore, if the number of registered first game elements or second game elements has not reached the maximum number (5 in this example) (Step 110, Step 111), the game execution unit 112 performs a process of supplementing game elements according to the player's level, etc., as appropriate (Step 115), and forms a unit (Step 113).
[0099] When the unit configuration unit 111 has completed the configuration of the units, the game execution unit 112 starts the battle process (Step 114).
[0100] Next, the battleship set setting process will be described with reference to the flowchart of FIG.
[0101] The battleship set setting unit 113 reads the identification information of the battleship set owned by the player (including the identification information of the set battleship set) from the reward information 215, reads the battleship information of that identification information from the battleship information database (Step 200), and displays the battleship set setting screen (Step 201). The battleship set setting screen is, for example, as shown in FIG. 9.
[0102] The battleship set setting unit 113 determines whether the player has changed the battleship set already set (set battleship set) and selected a new battleship set to be set (Step 202). If the set battleship set has been changed (Step 203), the battleship set setting unit 113 registers the selected battleship set as the set battleship set (Step 204).
[0103] Next, the captain's advice providing process will be described with reference to a flowchart of FIG.
[0104] The captain advice providing unit 114 reads out the provision timing and advice voice from the captain advice information database 300 (Steps 300, 301), and then determines whether the current situation is the timing for providing captain advice (Step 302).
[0105] If the current situation is the timing for providing captain advice (Step 303), the captain advice providing unit 114 determines which advice audio to play (Step 304). If there are multiple advice audio options (Step 305), the captain advice providing unit 114 draws lots to select the audio to play (Step 306). The captain advice providing unit 114 outputs the selected advice audio in the tone (audio) of the captain of the set battleship set (Step 307), and starts providing captain advice (Step 308). The method of presenting captain advice is as shown in FIG. 13.
[0106] The captain advice providing unit 114 determines whether the player has selected to hide the captain advice while the captain advice is being provided (Step 309). The selection to hide the captain advice is made, for example, by the player touching the monitor screen for the captain advice. If the selection to hide the captain advice is made (Step 310), the captain advice providing unit 114 hides the captain advice (Step 311). Note that even if the captain advice is being provided, if the selection to hide the captain advice is made, the playback of the advice audio is also stopped.
[0107] The captain advice providing unit 114 determines whether the provision of captain advice has ended (Step 312). If the provision of captain advice has ended (Step 313), the captain advice providing unit 114 ends the captain advice providing process (Step 314).
[0108] Furthermore, if there is other advice information such as battle situation information while the captain's advice is being provided, the captain's advice may be interrupted or stopped.
[0109] This concludes the explanation of the game operation.
[0110] In this embodiment, the player can customize the game by having the player's favorite battleship set (battleship, captain) appear in the game. In addition, the player's favorite captain can provide advice. As a result, the game becomes more interesting.
[0111] <First Modification of the First Embodiment> In the first embodiment, it is also possible to prevent the captain from giving advice during certain times in the game. For example, important notifications regarding the game are often given immediately after the game starts (for example, 10 seconds) and during a predetermined time period until the end of the game (for example, 30 seconds remaining until the end). However, since captain advice is often for presentation purposes, it is also possible to prevent the captain from giving advice during these periods in order to prioritize important notifications.
[0112] <Modification 2 of the First Embodiment> The units, which are game elements to be controlled, may be made movable after the captain gives advice on the start of the battle. This will improve the dramatic effect of the advice.
[0113] <Second embodiment> A second embodiment of the present invention will now be described.
[0114] In games, there is a game element called an operator that guides the player through the game. For example, the operator may explain the rules of the game and notify the player of events that occur during the game and the current battle situation. The fighting game of this embodiment also has an operator. On the other hand, the captain, which is a second type of game element, is similar to the operator in that he or she provides advice. Therefore, the second embodiment will explain an example in which part of the advice provided by the operator is provided by the captain, which is a second type of game element.
[0115] In the second embodiment, a captain advice information database 301 and an operator advice information database 400 are stored in the storage unit 19. Figure 19 is a diagram showing an example of the captain advice information database 301 and the operator advice information database 400.
[0116] The captain advice information database 301 is similar to the captain advice information database 300 described above, but it adds a probability of winning the provision timing. This probability is the probability that the captain will provide the advice information on behalf of the operator when a certain provision timing arrives. The operator advice information database 400 is a database that stores the advice provision timing and the advice voice to be provided at that provision timing. The content of the provision timing in the operator advice information database 400 includes at least the provision timing in the captain advice information database 300.
[0117] Next, the operation of providing advice information in the second embodiment will be described. Fig. 20 is a flowchart of the operation of providing advice information in the second embodiment. Note that the same operations as those in Fig. 18 of the first embodiment are denoted by the same reference numerals.
[0118] The game execution unit 112 reads the provision timing from the operator advice information database 400 (Step 400), and determines whether the current situation is the provision timing (Step 401). If the current situation is the provision timing (Step 402), the game execution unit 112 determines whether the provision timing in the captain advice information database 300 is the same as the current provision timing (Step 403).
[0119] If the provision timing in the captain advice information database 300 differs from the current provision timing, the advice voice for that provision timing is read from the operator advice information database 400, and the advice information is provided by the operator (Step 408). On the other hand, if the provision timing in the captain advice information database 300 and the current provision timing are the same, the game execution unit 112 reads the winning probability for that provision timing from the captain advice information database 300 (Step 405). Then, the game execution unit 112 performs a lottery based on the winning probability (Step 406).
[0120] If the result of the lottery is advice from an operator, the game execution unit 112 reads out the advice voice for that timing from the operator advice information database 400 and provides the advice information from the operator (Step 408). On the other hand, if the player wins, the game execution unit 112 notifies the captain advice providing unit 114 of the timing, and the captain advice providing unit 114 determines which advice voice to play (Step 304). The subsequent processing is the same as in the first embodiment.
[0121] Figure 21 shows an example where the captain's advice was not selected at the transition timing of the sortie formation screen, and advice was provided by an operator. Even though the advice is provided at the same timing, the advice by the captain shown in Figure 11 and the advice by the operator shown in Figure 21 have similar advice content, but the tone of voice and presentation of the advice are different.
[0122] This concludes the explanation of the game operation.
[0123] In the second embodiment, two game elements, the operator and the captain, are provided as game elements that provide advice. This increases the number of ways to present advice, and increases the interest of the game without boring the player.
[0124] 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.
[0125] [Appendix 1] A program for causing a computer to execute a game, The computer a game element registration means for registering game elements to be included in the game; a presentation means for presenting the registered game elements; game execution means for executing a game using the game elements; an operation object control means for setting a first type of game element as a movement operation object and not setting a second type of game element as a movement operation object among the presented game elements; an advice information providing means for providing advice information about a game based on a second type of game element; A program that functions as a
[0126] [Appendix 2] the second type of game elements include a first game element and a second game element; the advice information providing means provides the advice information from the second game element. The program described in Appendix 1.
[0127] [Appendix 3] the game includes a first phase and a second phase; the game element registration means enables the second type of game element to be registered in the first phase; 1. A program according to claim 1 or 2.
[0128] [Appendix 4] The game element registration means The first type of game element can be registered from a real object; The second type of game element cannot be registered from a real object. 1. A program according to any one of appendices 1 to 3.
[0129] [Appendix 5] the first game element of the second type of game element is an attack target of the game element of the opposing player; 1. A program according to any one of appendices 1 to 4.
[0130] [Appendix 6] 6. The program according to claim 1, wherein the presentation means presents the first game element and the second game element at different positions.
[0131] [Appendix 7] The presentation means is controllable so as not to present the second game element. 10. A program according to any one of appendices 1 to 6.
[0132] [Appendix 8] the advice information providing means provides the advice information by at least one of audio information and image information. 10. A program according to any one of appendices 1 to 7.
[0133] [Appendix 9] the advice information providing means controls the provision of image information of the advice information with a delay after the start of provision of audio information. 10. A program according to any one of appendices 1 to 8.
[0134] [Appendix 10] the advice information providing means does not provide advice information from the second type of game element for a fixed time after the start of the second phase and a fixed time before the end of the second phase; 10. A program according to any one of appendices 1 to 9.
[0135] [Appendix 11] the advice information providing means provides different advice information depending on the registered second type of game element. 11. A program according to any one of claims 1 to 10.
[0136] [Appendix 12] The advice information is information that does not affect the outcome of the game. 12. A program according to any one of appendices 1 to 11.
[0137] [Appendix 13] The combination of the first game element of the second type of game element and the second game element of the second type of game element cannot be changed. 13. A program according to any one of appendices 1 to 12.
[0138] [Appendix 14] The second type of game elements have the same offensive or defensive power even if the types are different. 14. A program according to any one of claims 1 to 13.
[0139] [Appendix 15] the advice information providing means suspends or terminates the provision of the advice information when a predetermined event occurs during the provision of the advice information; 1. A program according to any one of claims 1 to 14.
[0140] [Appendix 16] the advice information providing means determines whether or not to provide advice information from the second game element depending on the result of the lottery. 16. A program according to any one of appendices 1 to 15.
[0141] [Appendix 17] the advice information providing means performs a lottery to determine whether advice will be provided from the second game element or a game element other than the second game element, and provides advice from the game element selected by the lottery. 17. A program according to any one of appendices 1 to 16.
[0142] [Appendix 18] the operation object control means enables a movement operation of the first type of game element after the advice information providing means has provided the advice; 18. A program according to any one of appendices 1 to 17.
[0143] [Appendix 19] a game element registration means for registering game elements to be included in the game; a presentation means for presenting the registered game elements; a game execution means for executing a game using game elements; an operation object control means for setting a first type of game element as a movement operation object and not setting a second type of game element as a movement operation object among the presented game elements; an advice information providing means for providing advice information about a game based on a second type of game element; A game device comprising:
[0144] 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]
[0145] 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 Captain's Advice Department
Claims
1. Computer, a game element registration means for registering game elements to be included in the game; a presentation means for presenting the registered game elements; game execution means for executing a game using the game elements; an operation object control means for setting a first type of game element, among the presented game elements, as a movement operation object, and not setting a second type of game element including the first game element and the second game element as a movement operation object; an advice information providing means for providing advice information about a game from the second game element of the second type of game element; It functions as The combination of the first game element of the second type of game element and the second game element of the second type of game element cannot be changed. program.
2. The second type of game elements have the same offensive or defensive power even if the types are different. The program according to claim 1.
3. the game includes a first phase and a second phase; the game element registration means enables the second type of game element to be registered in the first phase; The program according to claim 1 or 2.
4. The game element registration means The first type of game element can be registered from a real object; The second type of game element cannot be registered from a real object. The program according to claim 3.
5. the first game element of the second type of game element is an attack target of the opposing player's game element; The program according to claim 4.
6. the advice information providing means does not provide advice information from the second game element of the second type of game element for a fixed time after the start of the second phase and a fixed time before the end of the second phase; The program according to claim 1.
7. the advice information providing means provides different advice information depending on the registered second type of game element; The program according to claim 1.
8. The advice information is information that does not affect the outcome of the game. The program according to claim 1.
9. the advice information providing means suspends or terminates the provision of the advice information when a predetermined event occurs during the provision of the advice information; The program according to claim 1.
10. the advice information providing means determines whether or not to provide advice information from the second game element of the second game element according to a result of the lottery; The program according to claim 1.
11. the advice information providing means performs a lottery to determine whether advice will be provided from the second game element of the second game element or a game element other than the second game element of the second game element, and provides advice from the game element selected by the lottery. The program according to claim 10.
12. the operation object control means enables a movement operation of the first type of game element after the advice information providing means has provided the advice; The program according to claim 1.
13. a game element registration means for registering game elements to be included in the game; a presentation means for presenting the registered game elements; a game execution means for executing a game using game elements; an operation object control means for setting a first type of game element, out of the presented game elements, as a movement operation object, and not setting a second type of game element including the first game element and a second game element as a movement operation object; an advice information providing means for providing advice information about a game from the second game element of a second type of game element; Equipped with The combination of the first game element of the second type of game element and the second game element of the second type of game element cannot be changed. Game device.
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