Game program, game processing method, and game system

The game system enables users to create stages and match opponents individually, addressing the cumbersome nature of cooperation in competitive games by focusing on treasure chest acquisition for victory conditions, enhancing player engagement.

JP2025129188APending Publication Date: 2025-09-04KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025106231
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-24
Publication Date
2025-09-04

AI Technical Summary

Technical Problem

In competitive games where users cooperate to conquer a game stage created by a defending user, the need for cooperation can be cumbersome for some players.

Method used

A game system that allows users to create multiple game stages and matches attacking and defending users using a selected matching method, reducing the need for cooperation by enabling individual battles with time limits and treasure chests as victory conditions.

Benefits of technology

Facilitates easy participation in competitive games without requiring user cooperation, allowing individual battles with clear victory and defeat conditions based on treasure chest acquisition, enhancing player engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To alleviate a user's dissatisfaction with respect to a game stage in a battle game in which a game stage created by the user is used to have a battle.SOLUTION: A game program executes matching processing of an opponent in a battle game in which an attacking user and a defending user play against each other using a game stage created by the defending user. The defending user can create a plurality of game stages. The game program causes a computer to execute a step for determining the game stage which can be used for a battle play among multiple game stages by a matching method selected from multiple matching methods with different ranges of matching target users, and a step for matching a defending user and an attacking user who play a battle play using one of the determined usable game stages.SELECTED DRAWING: Figure 19
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Description

[Technical Field]

[0001] The present invention relates to a game program, a game processing method, and a game system. [Background technology]

[0002] There are competitive games in which teams compete against each other by attacking and defending (for example, Patent Document 1). For example, competitive games include so-called tower defense games in which a defending user and an attacking user compete against each other using a game stage created by the defending user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-131036 Summary of the Invention [Problem to be solved by the invention]

[0004] In a competitive game in which a defending user and an attacking user compete against each other using a game stage created by a defending user, one of the attractions of the game is for multiple attacking users to cooperate to conquer the game stage created by the defending user. However, some users find such cooperative play to be cumbersome.

[0005] One of the objectives of some aspects of the present invention is to provide a game program, a game processing method, and a game system that reduce the need for cooperation between users in a competitive game played by multiple users.

[0006] Another aspect of the present invention aims to provide a game program, a game processing method, and a game system that are capable of achieving the effects described in the embodiments described below. [Means for solving the problem]

[0007] In order to solve the above-mentioned problems, one aspect of the present invention is a game program that executes a process for matching opponents in a competitive game in which an attacking user and a defending user play against each other using game stages created by the defending user, wherein the defending user is capable of creating a plurality of game stages, and the game program causes a computer to execute the following steps: determining, by a matching method selected from a plurality of matching methods that differ in the range of users targeted for matching, a game stage that can be used for the competitive play from among the plurality of game stages; and matching the defending user and the attacking user who will play against each other using one of the determined usable game stages.

[0008] Another aspect of the present invention is a game processing method executed by a computer that executes a matching process for opponents in a competitive game in which an attacking user and a defending user play against each other using game stages created by the defending user, wherein the defending user is capable of creating a plurality of game stages, and the game processing method includes the steps of: determining a game stage from the plurality of game stages that can be used for the competitive play using a matching method selected from a plurality of matching methods that have different ranges of users as target users for the matching; and matching the defending user and the attacking user who will play against each other using one of the determined usable game stages.

[0009] Another aspect of the present invention is a game system comprising: a game device that executes processing for a competitive game in which an attacking user and a defending user play against each other using game stages created by the defending user; and a game server that executes processing for matching opponents in the competitive game, wherein the defending user is capable of creating a plurality of game stages; and the game server is equipped with: a stage determination unit that determines which of the plurality of game stages can be used for the competitive play using a matching method selected from a plurality of matching methods that differ in the range of users that are the target of the matching; and a matching unit that matches the defending user who will play against the attacking user using one of the determined usable game stages. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a schematic block diagram showing an example of the configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a game screen according to the first embodiment. [Figure 3] FIG. 4 is a diagram showing an example of notification of the remaining status of a treasure chest according to the first embodiment. [Figure 4] FIG. 3 is a diagram showing an example of a game stage creation screen according to the first embodiment. [Figure 5] FIG. 3 is a diagram showing an example of a selection screen for a game stage in the initial setting according to the first embodiment. [Figure 6] 1 is a block diagram showing an example of the hardware configuration of a game device according to a first embodiment. [Figure 7] FIG. 2 is a block diagram showing an example of the hardware configuration of a game server according to the first embodiment. [Figure 8] FIG. 2 is a block diagram showing an example of the functional configuration of the game device and the game server according to the first embodiment. [Figure 9] 10 is a flowchart showing an example of a key acquisition process by an attacking user according to the first embodiment. [Figure 10]10 is a flowchart showing an example of a treasure chest acquisition process by an attacking user according to the first embodiment. [Figure 11] 10 is a flowchart showing an example of a battle play start and end process for an attacking user according to the first embodiment. [Figure 12] 10 is a flowchart showing an example of a battle play start and end process for a defending user according to the first embodiment. [Figure 13] FIG. 11 is a diagram showing an example of a selection screen for a matching method according to the second embodiment. [Figure 14] FIG. 10 is a diagram showing an example of a matching method according to the second embodiment. [Figure 15] FIG. 11 is a diagram showing an example of a room selection screen according to the second embodiment. [Figure 16] FIG. 10 is a diagram showing an example of constraints on a game stage according to each matching method according to the second embodiment. [Figure 17] FIG. 10 is a diagram showing an example of the functional configuration of a matching processing unit according to the second embodiment. [Figure 18] 10 is a flowchart showing an example of a match request transmission process according to the second embodiment. [Figure 19] 10 is a flowchart showing an example of a matching process according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [First embodiment] First, a first embodiment of the present invention will be described. FIG. 1 is a schematic block diagram showing an example of the configuration of a game system 1 according to this embodiment. The game system 1 includes a plurality of game devices 10 (10-1, 10-2, 10-3, ...) and a game server 30. The plurality of game devices 10 and the game server 30 are communicatively connected via a network NW. Because the game devices 10-1, 10-2, and 10-3 have similar configurations, when no distinction is made, they will be described simply as "game device 10" without the designations "-1," "-2," etc. Here, three game devices 10 are illustrated, but any number of game devices 10 may be communicatively connected to the game server 30 via the network NW.

[0012] The game device 10 is a computer device that can be operated by a user to play a game, and may be, for example, a home game console (a stationary or portable game console), a PC (Personal Computer), a tablet PC, a mobile phone such as a smartphone or feature phone, a personal digital assistant (PDA), or a commercial game console installed in a game center or the like.

[0013] The game server 30 stores and manages user information of each user who plays a game using each of the multiple game devices 10. The game server 30 also executes a process of matching opponents (hereinafter referred to as a "matching process") when multiple users play a competitive game via communication using their respective game devices 10. For example, a user playing using game device 10-1 and a user playing using game device 10-2 are matched as opponents, allowing the competitive game to be played over the network NW. Note that the matching of opponents is not limited to one-to-one matching, and may be one-to-many matching or many-to-many matching.

[0014] The network NW is a communication network such as the Internet, a mobile phone network, a VPN (Virtual Private Network), a dedicated communication line network, a WAN (Wide Area Network), a LAN (Local Area Network), a PSTN (Public Switched Telephone Network), or a combination of these.

[0015] The game device 10 can also directly communicate with other game devices 10 via P2P (Peer to Peer) connections or the like to play a competitive game.

[0016] [Game Overview] Next, an example of a game played by a user using the game device 10 according to this embodiment will be described. The game according to this embodiment is, for example, a battle game between one defending user and multiple (e.g., 10) attacking users. In this battle game, the defending user and the attacking user move their respective characters within a game stage based on their respective operations, destroy obstacles within the game stage, and use bombs to attack the opponent, thereby progressing the game.

[0017] The game stage includes a game field (game space) in which characters move and attack based on the play operations of the defending user and the attacking user. The game field is, for example, a virtual space having three-dimensional information, but may also be a two-dimensional virtual space. Within the game field, there are placed limiting objects (e.g., blocks) that limit the movement of the characters, as well as game objects and items that users can obtain using their characters. The game stage also includes game rules such as the time limit for competitive play in a competitive game. In other words, the game stage includes the elements necessary for playing a competitive game.

[0018] The game stage used in the battle game may be one created by the defending user, or may be one that is prepared in advance for the battle game, or a pre-prepared game stage that has been partially modified by the defending user.

[0019] Characters are people, animals, objects (e.g., vehicles) that appear in the game, and in this fighting game, for example, are warriors that are controlled by the user. Based on the user's operation, it is possible to move the controlled character within the game field, use the character to attack, and use the character to obtain various game objects and items placed within the game field. The defending user controls the defending user's character, and the attacking user controls the attacking user's character. Note that the characters that appear in the game may include NPCs (Non-Player Characters) controlled by the game device 10 (computer).

[0020] FIG. 2 is a diagram showing an example of a game screen displayed by the game device 10 according to the present embodiment. The illustrated game screen G10 displays a game field GF, which is a game stage where users play a competitive game. For example, the game screen G10 displays a partial area of ​​the game field GF during the competitive play, and a map MA corresponding to the entire area of ​​the game field GF. The area of ​​the game field GF displayed on the game screen G10 is controlled for each game device 10 so as to include the position within the game field GF of the character played by the user. Furthermore, the area of ​​the game field GF displayed on the game screen G10 is indicated by a rectangular area CA on the map MA.

[0021] In the example shown in this figure, the game screen G10 displays one defending user character DC and three attacking user characters AC1, AC2, and AC3 among the characters present in the game field GF. For example, the game screen G10 shown in this figure is an example of a game screen displayed on the game device 10 played by the attacking user who controls the character AC1.

[0022] Blocks BL that restrict the movement of the character are placed within the game field GF. The blocks BL are placed as obstacles that restrict the character's movement, and are, for example, objects in the shape of a right cube, but may be objects of any shape. For example, the blocks BL include soft blocks and hard blocks. Soft blocks are destroyed and disappear when a bomb BM explodes. When a soft block is destroyed and disappears, the character can move to the location where the soft block was placed. On the other hand, hard blocks are not destroyed by the blast from a bomb BM.

[0023] Furthermore, multiple treasure chests are placed within the game field GF. The treasure chests are an example of game objects that are placed within the game field GF, and are specific game objects that affect the outcome of the battle play. A treasure chest icon TR indicating the location of the treasure chest is displayed on the map MA of the game screen G10. The attacking user moves their character in a direction approaching the treasure chest, referring to the position of the treasure chest icon TR on the map MA, and when the location of the treasure chest enters the area of ​​the game field GF displayed on the game screen G10, the treasure chest will also be displayed within the game field GF.

[0024] In this example, five treasure chests are placed in one location within the game field GF. The number of treasure chests is not limited to five, but may be one or any multiple number. The location where the treasure chests are placed is also not limited to one, but for example, multiple treasure chests may be placed in different locations.

[0025] Furthermore, although the competitive game according to this embodiment is played by multiple players, it is essentially an individual battle. For example, multiple attacking users each control a character within the same game field GF to battle against a defending user, but at the same time, the attacking users are also opponents rather than allies. Therefore, the blast of a bomb BM planted by an attacking user affects (damages) not only the characters of the defending users, but also the characters of other attacking users. Because it is an individual battle, even with a large number of players, there is no need for cooperation or consultation with other users as allies, and players can easily participate in the competitive game.

[0026] The attacking and defending sides each have a set maximum number of players (e.g., 10 attacking players, 1 defending player, etc.). Defending users include users who created game stages used in match-up play. A predetermined time limit (e.g., 10 minutes) is set for each game stage, and match-up play takes place within this time limit. Time limit information TL indicating the time remaining until the time limit is displayed on the game screen G10, and counts down as time passes from the start of match-up play until the time limit is reached.

[0027] (Victory and defeat conditions for attacking and defending sides) The victory condition for the attacking user is to obtain one of the multiple (e.g., five) treasure chests placed within the game field GF. The attacking user can obtain a treasure chest by moving the character that the attacking user controls to the location where the treasure chest is located. Note that the attacking user may obtain the treasure chest by moving his / her character to the location where the treasure chest is located, and then performing an operation to open the treasure chest and obtain its contents. In other words, obtaining a treasure chest includes obtaining the contents of the treasure chest.

[0028] When an attacking user obtains a treasure chest, they have fulfilled the victory conditions at that point and are declared victorious (or their victory is confirmed), and the battle ends. Meanwhile, the other attacking users continue the battle until the victory conditions are fulfilled or the time limit is reached. For example, if there are five treasure chests, there can be a maximum of five winners among the attacking users. Attacking users who are unable to obtain a treasure chest within the time limit have fulfilled the defeat conditions and become losers, and the battle ends. In other words, attacking users who are able to obtain a treasure chest within the time limit are victorious (winners), and attacking users who are unable to obtain a treasure chest within the time limit are defeated (losers).

[0029] The attacking user who has satisfied the processing conditions may be awarded a reward corresponding to the victory. The reward may be, for example, the contents of the treasure chest that the attacking user has obtained.

[0030] The attacking user who obtains the treasure chest becomes the winner (or has confirmed victory) at that point and ends the competitive play. However, the attacking user who has finished the competitive play will no longer be able to participate in competitive play, but may be able to watch the competitive play.

[0031] The victory condition for the defending user is to protect the treasure chests from the attacking user until the time limit. If all of the multiple treasure chests are obtained (stolen) by the attacking user, the defeat condition is met and the defending user loses (becomes the loser), but this is not limited to this; defeat may also occur when a predetermined number or a predetermined percentage of the multiple treasure chests are stolen. If the defending user maintains a state where the above defeat condition is not met until the time limit, the defending user will have met the victory condition and will be victorious (becomes the winner).

[0032] In this way, the outcome of the battle between the attacking user and the defending user is determined based on the acquisition status of the treasure chests placed within the game field GF by the attacking user, in other words, based on the remaining status of the treasure chests that have not been acquired by the attacking user.

[0033] The defending user is generally the user who created the game stage used in play, but there may be multiple defending users. Even if there are multiple defending users, the user who created the game stage used in play will always be included.

[0034] Furthermore, if there are multiple defending users, the defending side may be a team match, or the outcome of the defending side may be determined on a team basis. In this case, the attacking side must also be an individual match.

[0035] In addition, if the character controlled by the attacking user has parameters such as HP (Hit Point) set, and the attacking user controlling that character is defeated when the HP reaches zero, the defending user may be declared the winner (victor) as having met the victory conditions when the HP of all attacking users' characters reaches zero.

[0036] (Game end conditions) The end condition of the competitive game is that all treasure chests are acquired by the attacking user before the time limit, or the time limit has elapsed. When the end condition of the competitive game is met, the competitive play of all users ends, and the competitive game ends.

[0037] In addition, if parameters such as HP are set for characters, the condition for ending the competitive game may be that the number of surviving characters (characters whose HP has not reached zero) of the defending or attacking user reaches zero.

[0038] (Items required to obtain treasure chests) In order for the attacking user to obtain the treasure chest, they need a "key," an item necessary for obtaining it. The key is placed somewhere in the game field GF so that the attacking user can obtain it. The attacking user cannot obtain the treasure chest unless they have the key, so they must first obtain the key.

[0039] The approximate location of the key is displayed on a map MA displayed on the game screen G10, for example, and the attacking user uses this information to find the key. A key mark is displayed on the character who has the key, and the key is also displayed on the map MA. Alternatively, the location of the key may be made unknown to the attacking user in the initial state at the start of the match-up. The key may also appear when the attacking user destroys an obstacle such as a block (e.g., a soft block) at the location of the key with the blast of a bomb BM, for example. This adds a game element of searching for the key.

[0040] The location of the key within the game field GF may also be indicated by an icon on the map MA, similar to the location of the treasure chest.

[0041] The attacking user can obtain the key by moving the character that he or she controls to the location where the key is located. Note that the attacking user may also obtain the key by moving his or her character to the location where the key is located and then performing an operation to pick up and obtain the key. This increases the number of elements to conquer the game stage, as the attacking user no longer simply has to head to the location of the treasure chest.

[0042] Note that once an attacking user has acquired a key, they may maintain possession of the key, or attacking users may compete for the key. For example, if a character of another attacking user who is in possession of a key is damaged by the blast of a bomb BM, ownership of the key may be transferred to the character of the attacking user who caused the damage. Also, if a character of another attacking user who is in possession of a key is damaged by the blast of a bomb BM, the character in possession of the key may drop the key onto the game field GF. The dropped key may be available to attacking users on a first-come, first-served basis.

[0043] Similarly, the defending user may be able to use a bomb BM to take back the key from the attacking user. When the defending user takes back the key, the key will be placed somewhere within the game field GF. The location where the key is placed may be one of the preset locations, or may be any location within the game field GF.

[0044] In addition, if the character controlled by the attacking user has parameters such as HP set, and the game has rules such that a character whose HP reaches zero respawns (dies and restarts at a specified location), the character may lose its key when its HP reaches zero, and the key may be dropped at the location where its HP reaches zero.

[0045] When an attacking user who has a key obtains a treasure chest, the key disappears. The number of keys placed in the game field GF can basically be the same as the number of treasure chests, but there can also be more keys than treasure chests. If the number of keys is greater than the number of treasure chests, the difficulty of obtaining the keys can be reduced.

[0046] Furthermore, even if an attacking user who has a key obtains a treasure chest, the key does not disappear and may be dropped onto the game field GF. In this case, the relationship between the number of keys and treasure chests may be the opposite of the relationship described above, and the number of keys may be less than the number of treasure chests. Reducing the number of keys will lead to a scramble for them, making it more difficult to obtain the keys.

[0047] The number of keys placed within the game field GF is determined to be an initial number (for example, three) at the start of the match-up, and new keys may be placed and added based on additional conditions based on the passage of time (for example, five minutes after the start of the match-up) or additional conditions based on the progress of the match-up (for example, when all three initial keys have been used and disappeared). Also, the number of keys that can exist simultaneously within the game field GF may be limited (for example, limited to two). Limiting the number of keys that can exist simultaneously can encourage attacking users to compete for keys.

[0048] (Notification of remaining treasure chest status) When the attacking user acquires a treasure chest and there is a change in the remaining status of the treasure chests in the game field GF, the user playing against the other player may be notified as shown in FIG. Fig. 3 is a diagram showing an example of notification of the remaining treasure chest status according to this embodiment. The game screen G11 shown in this figure notifies that the number of treasure chests remaining in the game field GF has decreased from five to four as a result of one of the attacking users acquiring a treasure chest during the battle play on the game screen G10 shown in Fig. 2. The game screen G11 displays text information and images of four treasure chests as information indicating that there are now four treasure chests remaining.

[0049] (Creating game stages) A user can create a game stage to be used in a match-up. A user can use the game stage that he or she created when participating in a match-up as a defending user. In other words, a user creates a game stage that assumes that the defending user will be playing against an attacking user. Creating a game stage includes creating a game field GF where the match-up will take place and setting the game rules.

[0050] 4 is a diagram showing an example of a game stage creation screen according to this embodiment. A default game field GF is displayed in the center of the illustrated game stage creation screen G20. Here, a rectangular game field GF is displayed in a schematic manner, but it may have any shape, or a partial area of ​​the game field GF may be displayed.

[0051] The icons lined up to the left of the game field GF are operation buttons for selecting objects that can be placed in the game field GF. The user selects one of these icons to place the object at any position in the game field GF. Icon B11 and icon B12 are operation buttons for selecting blocks that the character cannot enter, with icon B11 being a soft block and icon B12 being a hard block. Icon B13 is an operation button for selecting a weapon such as a cannon for attacking the attacking character. Icon B14 is an operation button for selecting an NPC for attacking the attacking character. Like objects, NPCs can be placed in the game field GF. Icon B15 is an operation button for selecting a trap to set against the attacking character. Icon B16 is an operation button for selecting a block from which an item that improves the character's abilities will appear.

[0052] When one of the icons is selected, a description of the object placed with the selected icon is displayed below the game field GF. In the example shown, icon B11 is selected, and a description of the soft block is displayed. The objects that can be placed on the game field GF are not limited to the above examples, and can include any object.

[0053] For example, the user selects an object to be placed in the game field GF from among icons B11 to B16, and then moves the cursor CS to the desired position in the game field GF to confirm the placement. Operations such as selecting an icon, moving the cursor CS, and confirming the placement can be performed using operation buttons provided on the game device 10 or operation buttons on a controller connected to the game device 10.

[0054] Additionally, icon B17 is an operation button for switching menus. When icon B17 is selected, the currently displayed menu for selecting icons B11 to B16 and placing them on the game field GF is switched to another menu (for example, a menu for setting game rules).

[0055] Also, icon B18 is an operation button for selecting test play. After creating a game stage, the user can perform a test play by selecting this icon B18.

[0056] It should be noted that a plurality of default game stages are set in advance as a base for creating a game stage, and the user may create a game stage based on a game stage selected from the plurality of default game stages.

[0057] FIG. 5 is a diagram showing an example of a selection screen for a default game stage according to this embodiment. The illustrated game stage selection screen G21 displays a plurality of selectable base game stages. Each of the icons B21, B22, B23, B24, etc. is associated with a default base game stage. The default game stage (e.g., "Stage A") associated with a selected icon from among the icons B21, B22, B23, B24, etc. is displayed above these icons. When the user performs an operation to confirm the selection in this state, the default base game stage is determined, and the screen transitions to the game stage creation screen G20 (FIG. 3) where the game field GF of the determined game stage is displayed. Operations such as selecting an icon and determining a game stage can be performed using operation buttons provided on the game device 10 or operation buttons on a controller connected to the game device 10.

[0058] Furthermore, when creating a game stage, it is possible to set game rules such as the time limit, the number of players (e.g., the number of attacking users), the number of treasure chests, and the number of keys. When creating a game stage as a defending user, changing the game rule settings changes the difficulty level of that game stage for the attacking user. For example, extending the time limit lowers the difficulty level for the attacking user, and shortening the time limit raises the difficulty level for the attacking user. The number of players is a setting for the upper limit of the number of attacking users. Furthermore, it is possible to set the number of treasure chests and keys as desired. For example, when selecting an initial setting game stage, the locations of the treasure chests and keys are preset in the selected game stage. The locations are fixed, but the numbers can be set freely. It is also possible to set the locations of the treasure chests and keys as desired.

[0059] (Uploading game stages) When a competitive game is played using a game stage created by a user, the created game stage may be uploaded to the game server 30 in advance, or data of the game stage may be transmitted from the game device 10 of the defending user to the game device 10 of the attacking user when the competitive game is played. Also, only game stages that have cleared a test play (game stages that the attacking user has won in a test play) may be allowed to be uploaded. In this case, the uploaded game stage may be available to users other than the user who created the game stage when playing a competitive game as a defending user.

[0060] [Hardware configuration of game device] 6 is a block diagram showing an example of the hardware configuration of a game device 10 according to this embodiment. The game device 10 includes, for example, a CPU (Central Processing Unit) 11, a communication unit 12, an input unit 13, a display unit 14, and a storage unit 15, and communicates with a game server 30 and other devices connected via a network NW via the communication unit 12. These components are interconnected via a bus so that they can communicate with each other. The CPU 11 executes various programs, such as a game program, stored in the storage unit 15, and controls each unit of the game device 10.

[0061] The communication unit 12 communicates game data and the like with the game server 30 and other devices via the network NW under the control of the CPU 11. The communication unit 12 may also communicate game data and the like with other game devices 10 using short-range wireless communication or the like.

[0062] The input unit 13 includes a plurality of operation buttons through which user operations are input, and outputs the input operation information to the CPU 11. Note that the input unit 13 may be other input devices such as a touch panel integrated with a display, a controller provided with a plurality of operation buttons, a keyboard, a mouse, a touchpad, or a microphone through which various instructions are input by voice. The input unit 13 may also be a controller connected to the game device 10.

[0063] The display unit 14 includes, for example, a liquid crystal display panel, an organic EL (ElectroLuminescence) display panel, etc. For example, various game screens in the above-mentioned competitive game are displayed on the display unit 14. Note that the display unit 14 may be an external display device such as a television or monitor.

[0064] The storage unit 15 includes, for example, a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM), a read-only memory (ROM), a random access memory (RAM), etc., and stores game programs, game data, etc. Note that the storage unit 15 is not limited to one built into the game device 10, and may also include an external storage device connected via a digital input / output port such as a USB.

[0065] The game device 10 may be configured to include hardware components such as a speaker, an audio output terminal, a camera, a gyro sensor, and a GPS (Global Positioning System) receiving module (not shown).

[0066] [Game server hardware configuration] 7 is a block diagram showing an example of the hardware configuration of the game server 30 according to this embodiment. The game server 30 includes, for example, a CPU 31, a communication unit 32, an input unit 33, and a storage unit 35, and communicates with a plurality of game devices 10 and other devices connected via a network NW via the communication unit 32. These components are connected to each other via a bus so that they can communicate with each other. The CPU 31 executes various programs stored in the storage unit 35 and controls each unit of the game server 30.

[0067] Under the control of CPU 31, communication unit 32 communicates with a plurality of game devices 10 and other devices via network NW. The input unit 33 is, for example, a keyboard, a mouse, a touchpad, a microphone for inputting various instructions by voice, or other input devices.

[0068] The storage unit 35 includes, for example, an HDD, an EEPROM, a RAM, and the like, and stores a game control program, an application program, various setting information and history information required for the game, etc. Note that the storage unit 35 is not limited to being built into the game server 30, but may also include an external storage device connected via a digital input / output port such as a USB. Also, the storage unit 35 may be an external storage device physically separated from the game server 30, or may be connected to the game server 30 via a network NW. Also, the game server 30 may be configured to include hardware components such as a display unit, a speaker, and an audio output terminal (not shown).

[0069] [Functional configuration] Next, the functional configuration of the game device 10 and the game server 30 included in the game system 1 will be described with reference to FIG. FIG. 8 is a block diagram showing an example of the functional configuration of the game device 10 and the game server 30 according to this embodiment.

[0070] [Functional configuration of the game device] First, the functional configuration of the game device 10 will be described. The game device 10 includes a game processing unit 110 as a functional configuration realized by the CPU 11 executing a game program stored in the storage unit 15. The game processing unit 110 controls game processing of a fighting game based on user operations on the input unit 13. For example, the game processing unit 110 includes a game stage management unit 111, a match request unit 112, a play progress management unit 113, a game data exchange unit 114, a character control unit 115, an acquisition management unit 116, a play management unit 117, and a display control unit 118. The storage unit 15 also includes a user data storage unit 151, a game stage storage unit 152, and a possessed data storage unit 153.

[0071] The game stage management unit 111 performs processes such as the creation of a game stage by the user, and the saving and uploading of the created game stage. For example, as described with reference to Figures 4 and 5, the game stage management unit 111 performs a process of creating a game field GF based on user operations on the game stage creation screen G20, the initial setting game stage selection screen G21, etc., and sets game rules for the game stage battle, such as the time limit, number of competitors, number of treasure chests, number of keys, etc., set by the user.

[0072] The game stage management unit 111 stores data of the created game stage (game stage data) in the game stage storage unit 152. The game stage data includes a game stage ID as identification information for identifying the game stage, information about the base game stage (e.g., stage A), placement information of objects and items in the game field GF, setting information for the game rules, and the like. In addition, the game stage management unit 111 permits uploading of game stages that have been cleared in a test play, and upon a request for upload from a user, associates the game data with a user ID as identification information of the user (creator) who created the game stage, and uploads the game data to the game server 30 via the communication unit 12. Note that user information (user ID, username, etc.) of users playing on the game device 10 is stored in the user data storage unit 351.

[0073] When a user participates in a competitive game, the match request unit 112 transmits a match request to the game server 30 via the communication unit 12 based on the user's operation. At this time, the user selects whether to participate in the competitive game as the defending side or as the attacking side. When the user participates as the defending side, the match request unit 112 selects a game stage to use in the match from among the game stages the user has created. When transmitting a match request to participate as the defending side, the match request unit 112 associates the game stage data of the selected game stage with the match request as the defending side and transmits them to the game server 30. When transmitting a match request to participate as the attacking side, the match request unit 112 transmits the match request as the attacking side to the game server 30.

[0074] In response to the match request sent by the match request unit 112 to the game server 30, the game server 30 performs a matching process between the defending user and the attacking user. When the matching result is obtained from the game server 30, the play progress management unit 113 executes a process to start match play. Furthermore, when match play starts, the play progress management unit 113 counts the elapsed time from the start of match play and manages the time limit for match play.

[0075] The game data transfer unit 114 transfers game data of users participating in the match-up play. The game data transfer unit 114 transmits play data of the user playing on this game device 10 (information on the character's position, the position of a planted bomb BM, the acquisition of treasure chests and keys, etc.) to the other game devices 10 via the game server 30. The game data transfer unit 114 also acquires play data of users playing on other game devices 10 from the other game devices 10 via the game server 30. This allows the play status of the users participating in the match-up play to be shared between the game devices 10, and the status of the match-up play to be synchronized.

[0076] During a battle in a battle game, the character control unit 115 moves each character of a plurality of attacking users within a game field GF created by a defending user based on the operations of each of the attacking users. For example, the character control unit 115 moves the character of the attacking user playing on its own game device 10 based on the operation of the attacking user. On the other hand, the character control unit 115 moves the character of the attacking user playing on another game device 10 based on the operation of the attacking user playing on the other game device 10 based on play data acquired by the game data transfer unit 114 from the other game device 10 via the game server 30.

[0077] Furthermore, in a battle play of a battle game, when the user playing on one's own game device 10 is the defending user, the character control unit 115 moves the character of the defending user based on the operation of the defending user. On the other hand, when the defending user is playing on another game device 10, the character control unit 115 moves the character of the defending user based on the operation of the defending user, based on play data acquired by the game data transfer unit 114 from the other game device 10 via the game server 30.

[0078] When one of the characters of the attacking user reaches a key located within the game field GF, the acquisition management unit 116 causes the attacking user operating that character to acquire the key that the character has reached. For example, the acquisition management unit 116 causes the attacking user to acquire the key by having the character of the attacking user move to the position of the key located within the game field GF, or by having the character move and then perform an operation to pick up and acquire the key.

[0079] The acquisition management unit 116 may allow an attacking user to acquire a key that has already been acquired by another attacking user. For example, the attacking user can acquire a key by damaging the character of another attacking user who has already acquired a key with the blast of a bomb BM or the like, causing the character to drop the key. The acquisition management unit 116 allows the attacking user to acquire the key by having the attacking user's character move to the location of the key dropped by the other attacking user, or by having the attacking user's character move and then perform an operation to pick up and acquire the key.

[0080] Furthermore, when one of the characters of the attacking user reaches a treasure chest located within the game field GF, the acquisition management unit 116 causes the attacking user operating that character to acquire the treasure chest that the character has reached. For example, the acquisition management unit 116 causes the attacking user to acquire the treasure chest when one of the characters of the attacking user moves to the position of the treasure chest located within the game field GF, or when an operation to acquire the contents of the treasure chest is performed after the character has moved.

[0081] Here, the acquisition management unit 116 sets the acquisition of a key as a condition for acquiring a treasure chest. Specifically, when one of the characters of the attacking user who has acquired a key reaches one of the multiple treasure chests placed in the game field GF, the acquisition management unit 116 allows the attacking user operating that character to acquire the treasure chest that the character has reached. On the other hand, even if the character of the attacking user who has not acquired a key reaches the treasure chest, the acquisition management unit 116 does not allow the attacking user to acquire the treasure chest.

[0082] Furthermore, the acquisition management unit 116 stores the data of the treasure chest and key that the attacking user has acquired in the possessed data storage unit 153 in association with the user ID as possessed data of the user.

[0083] The play management unit 117 ends the competitive play of an attacking user among multiple attacking users who has acquired a treasure chest, as the victory condition has been met. Meanwhile, the play management unit 117 allows the competitive play of other attacking users other than the attacking user who acquired the treasure chest to continue. Furthermore, each time another attacking user acquires a treasure chest, the play management unit 117 ends the competitive play of only the attacking user who acquired the treasure chest, as the victory condition has been met. Then, when all of the multiple attacking users have acquired treasure chests before the time limit has elapsed, the play management unit 117 ends all competitive play of the attacking users as the victory condition has been met. Meanwhile, the play management unit 117 ends the competitive play of an attacking user who has not acquired a treasure chest before the time limit has elapsed as the defeat condition has been met.

[0084] Furthermore, if the remaining status of the treasure chests that have not been acquired by the attacking user is maintained so as not to reach a predetermined remaining status (for example, zero remaining treasure chests) from the start of the match-up until the time limit has elapsed, the play management unit 117 determines that the victory condition for the defending user has been met, and ends all match-up play between the defending user and the attacking user (the attacking user currently continuing the match-up play). Furthermore, if all of the multiple attacking users have acquired treasure chests before the time limit has elapsed, the play management unit 117 determines that the defeat condition for the defending user has been met, and ends the match-up play.

[0085] The play management unit 117 may award a reward corresponding to the victory to an attacking user who acquires a treasure chest and fulfills the victory condition. For example, the play management unit 117 stores reward acquisition information in the user data storage unit 151, which associates information indicating the contents of the treasure chest acquired by the attacking user with the user ID of the attacking user. Furthermore, when the play management unit 117 stores the reward acquisition information in the user data storage unit 151, the game data transfer unit 114 transmits this reward acquisition information to the game server 30 and stores it in the user data storage unit 351 as well.

[0086] The display control unit 118 generates rendering data of images to be displayed on a game screen in a fighting game, and displays the data on the display unit 14. For example, the game screen includes various game screens such as the game screen G10 in Fig. 2, the game screen G11 in Fig. 3, the game stage creation screen G20 in Fig. 4, and the game stage selection screen G21 in Fig. 5.

[0087] The game processing unit 110 also performs various other game processes. For example, the game processing unit 110 controls the placement of a bomb BM based on an operation by an attacking user or a defending user to plant a bomb BM, and controls the explosion of the bomb BM to cause damage to characters within a specified range due to the blast (for example, reducing HP).

[0088] Furthermore, the game processing unit 110 may place a new key within the game field GF based on a predetermined additional condition. For example, the game processing unit 110 may place and add a new key within the game field GF based on a condition based on the elapsed time since the start of the match-up play (e.g., five minutes after the start of the match-up play) or an additional condition based on the progress of the match-up play (e.g., all three initial keys have been used and disappeared).

[0089] [Functional configuration of game server 30] Next, the functional configuration of the game server 30 will be described. The game server 30 includes a server processing unit 310 as a functional configuration realized by the CPU 31 executing a game program stored in the storage unit 35. For example, the server processing unit 310 includes a server-side game processing unit 311 that executes server-side processing of the game processing of a competitive game, and a matching processing unit 314 that performs processing for matching opponents for the competitive game. The storage unit 35 also includes a user data storage unit 351, a game stage storage unit 352, and a possessed data storage unit 353.

[0090] The user data storage unit 351 stores user information (user IDs, user names, etc.) of multiple users (registered users) who can participate in the competitive game. The user data storage unit 351 also stores information indicating the relationships between multiple users (for example, friend information) as user information.

[0091] The game stage storage unit 352 stores game stage data of game stages created and uploaded by users in association with the user ID of the creator.

[0092] Possessed data of multiple attacking users during a match-up is stored in the possession data storage unit 353. For example, data on treasure chests and keys acquired by each attacking user during a match-up is stored in the possession data storage unit 353 in association with the user ID of each attacking user.

[0093] The server-side game processing unit 311 includes a game stage management unit 312 and a game data transfer unit 313 . The game stage management unit 312 associates the game stage data uploaded from the game device 10 with the user ID of the creator and stores them in the game stage storage unit 352. The game stage management unit 312 also provides game stages based on the stored game stage data so that they can be used in a competitive game. For example, the game stage management unit 312 may provide the uploaded game stage so that it can be used by users other than the creator.

[0094] The game data transfer unit 313 acquires game data of users participating in the match-up play from the game devices 10 of the users participating in the match-up play. Furthermore, the game data transfer unit 313 transmits the game data of each user acquired from each game device 10 to each game device 10 participating in the match-up play. The play status of the users participating in the match-up play can be shared between each game device 10, and the status of the match-up play can be synchronized.

[0095] The matching processing unit 314 executes a matching process for matching a defending user and an attacking user who will play a match in a match game. For example, when the matching processing unit 314 receives a match request from each game device 10 to participate in a match game as the defending or attacking user, the matching processing unit 314 selects a defending user and an attacking user from among the users who sent the match request, and when a match is established, the matching result is transmitted to the game device 10 of the matched user, and the match play begins. Details of this matching process will be described in the second embodiment.

[0096] [Game Processing Operation] Next, the operation of the game processing executed by the CPU 11 of the game device 10 will be described. FIG. 9 is a flowchart showing an example of a key acquisition process by an attacking user according to this embodiment.

[0097] The CPU 11 determines whether or not the attacking user has performed an operation to move the character (step S101). If the CPU 11 determines that no operation to move the character has been performed (step S101: NO), it performs the process of step S101 again. On the other hand, if the CPU 11 determines that an operation to move the character has been performed (step S101: YES), it moves the character in accordance with the operation (step S103).

[0098] Next, the CPU 11 compares the position of the character after the movement with the position of the key (step S105). Then, based on the comparison result between the position of the character after the movement and the position of the key, the CPU 11 determines whether or not the character of the attacking user has reached the position of the key (step S107).

[0099] If the CPU 11 determines that the character of the attacking user has not reached the position of the key (step S107: NO), the process returns to step S101. On the other hand, if the CPU 11 determines that the character of the attacking user has reached the position of the key (step S107: YES), the CPU 11 causes the attacking user to acquire the key and stores it as possessed data in the possessed data storage unit 153 (step S109).

[0100] FIG. 10 is a flowchart showing an example of a treasure chest acquisition process by an attacking user according to this embodiment.

[0101] The CPU 11 determines whether or not the attacking user has performed an operation to move the character (step S201). If the CPU 11 determines that no operation to move the character has been performed (step S201: NO), it performs the process of step S101 again. On the other hand, if the CPU 11 determines that an operation to move the character has been performed (step S201: YES), it moves the character in accordance with the operation (step S203).

[0102] Next, CPU 11 compares the position of the character after the movement with the position of the treasure box (step S205). Then, based on the comparison result between the position of the character after the movement and the position of the treasure box, CPU 11 determines whether or not the character of the attacking user has reached the position of the treasure box (step S207).

[0103] If the CPU 11 determines that the attacking user's character has not reached the location of the treasure chest (step S207: NO), the CPU 11 returns to the processing of step S201. On the other hand, if the CPU 11 determines that the attacking user's character has reached the location of the treasure chest (step S207: YES), the CPU 11 refers to the possession data stored in the possession data storage unit 153 and determines whether the attacking user has acquired the key (step S209).

[0104] If the CPU 11 determines that the attacking user who has reached the location of the treasure chest has not yet acquired the key (step S209: NO), the CPU 11 returns to the processing of step S201. On the other hand, if the CPU 11 determines that the attacking user who has reached the location of the treasure chest has already acquired the key (step S209: YES), the CPU 11 causes the attacking user to acquire the treasure chest and stores it as possessed data in the possessed data storage unit 153 (step S211).

[0105] FIG. 11 is a flowchart showing an example of the battle play start and end process for the attacking user according to this embodiment.

[0106] Based on a user's operation, the CPU 11 transmits a match request as the attacking side to the game server 30 (step S301). After transmitting the match request, if a match is established, the CPU 11 acquires the match result (step S303). Then, upon acquiring the match result, the CPU 11 starts the match play (step S305).

[0107] The CPU 11 determines whether the attacking user has acquired the treasure chest in the battle play (step S307). If the CPU 11 determines that the attacking user has acquired the treasure chest (step S307: YES), it determines that the victory condition has been met and ends the battle play of the attacking user who has acquired the treasure chest (step S309).

[0108] On the other hand, if the CPU 11 determines that the attacking user has not acquired the treasure chest (step S307: NO), the CPU 11 allows the attacking user to continue the battle play (step S311). Then, the CPU 11 determines whether the time limit has elapsed since the start of the battle play (step S313).

[0109] If the CPU 11 determines that the time limit has not elapsed (step S313: NO), the process returns to step S307. On the other hand, if the CPU 11 determines that the time limit has elapsed (step S313: YES), the CPU 11 determines that the defeat condition has been met, and ends the battle play of the attacking user who has not acquired the treasure chest (step S315).

[0110] FIG. 12 is a flowchart showing an example of a battle play start and end process for a defending user according to this embodiment.

[0111] Based on a user's operation, the CPU 11 transmits a match request as the defending side to the game server 30 (step S401). After transmitting the match request, if a match is established, the CPU 11 acquires the match result (step S403). Then, upon acquiring the match result, the CPU 11 starts the match play (step S405).

[0112] In the battle play, the CPU 11 determines whether the remaining status of the treasure chests that have not been acquired by the attacking user has reached a predetermined remaining status (for example, there are no remaining treasure chests) (step S407). If the CPU 11 determines that the remaining status of the treasure chests has reached the predetermined remaining status (step S407: YES), it determines that the defeat condition has been met and ends the battle play of the defending user (step S411).

[0113] On the other hand, if the CPU 11 determines that the remaining state of the treasure chest has not reached a predetermined remaining state (step S407: NO), it determines whether or not the time limit has elapsed since the start of the battle play (step S409). If the CPU 11 determines that the time limit has not elapsed (step S409: NO), it returns to the processing of step S407.

[0114] On the other hand, if the CPU 11 determines that the time limit has elapsed (step S409: YES), it determines that the victory condition has been met, and ends the battle play of the defending user (step S413).

[0115] Summary of the first embodiment As described above, the game system 1 according to the present embodiment includes a game device 10 and a game server 30 that communicates with the game device 10, and executes processing for a competitive game between multiple attacking users and at least one defending user. For example, the game device 10 includes a character control unit 115, an acquisition management unit 116, and a play management unit 117. During competitive play in a competitive game, the character control unit 115 moves each character within a game field GF (an example of a game space) created by the defending user based on the operations of each of the multiple attacking users. When one of the characters of the attacking user reaches a treasure chest (an example of a specific object) located within the game field GF, the acquisition management unit 116 causes the attacking user operating the character to acquire the treasure chest. The play management unit 117 ends the competitive play of the attacking user who acquired the treasure chest, determining that the victory condition has been satisfied, and allows the other attacking users to continue the competitive play. Furthermore, if the remaining status of the treasure chests that have not been acquired by the attacking user is maintained so as not to reach a predetermined remaining status (for example, no remaining treasure chests) from the start of the match-up play until a time limit (an example of a predetermined time) has elapsed, the play management unit 117 determines that the victory condition for the defending user has been met and ends all match-up play between the defending user and the attacking user. Note that the treasure chest is just an example, and any specific object may be used instead of the treasure chest.

[0116] As a result, the game system 1 can provide a game in which the elements of cooperation between users are reduced in a competitive game between multiple users, even if the competitive game is between multiple attacking users and defending users, because it is basically an individual game. Therefore, users can easily participate in a competitive game without having to cooperate or consult with other users as friends.

[0117] Furthermore, if all of the attacking users acquire the treasure chest before the time limit expires, the play management unit 117 determines that the victory conditions for all attacking users have been met, and ends the match-up play between the attacking users and the defending users. In this case, the play management unit 117 determines that the defeat conditions for the defending users have been met, and ends the match-up play.

[0118] As a result, the game system 1 determines the outcome between the attacking user and the defending user based on whether all of the attacking users obtain the treasure chest within the time limit. Therefore, although it is an individual battle, the ultimate defeat of the defending user is determined by the play results of each of the attacking users, so it can also provide an element of a team battle.

[0119] Additionally, a key (an example of an item) required for the attacking user to obtain the treasure chest is placed within the game field GF so that it can be obtained by the attacking user. When one of the characters of the attacking user who has obtained a key reaches one of the multiple treasure chests placed within the game field GF, the acquisition management unit 116 allows the attacking user operating that character to obtain the treasure chest that the character has reached. On the other hand, even if the character of the attacking user who has not obtained the key reaches the treasure chest, the acquisition management unit 116 does not allow the attacking user to obtain the treasure chest. Note that the key is just an example, and any item may be used instead of a key.

[0120] As a result, the game system 1 does not require the attacking user to simply head towards the location of the treasure chest, which increases the number of elements to conquer the game stage and improves the enjoyment of the game.

[0121] For example, an attacking user can acquire keys placed within the game field GF and keys already acquired by other attacking users. For example, the attacking user can acquire a key by damaging the character of another attacking user who has already acquired a key with the blast of a bomb BM, causing the character to drop the key.

[0122] This allows the game system 1 to have attacking users compete with each other to grab the key, thereby increasing the difficulty of heading to the treasure chest after obtaining the key.

[0123] The key placed within the game field GF is newly placed within the game field GF based on a predetermined additional condition.

[0124] In this way, the game system 1 can encourage attacking users to compete for keys by setting the number of keys to be fewer than the number of treasure chests at the start of the battle play.

[0125] The predetermined additional condition under which a new key is placed within the game field GF is a condition based on the passage of time from the start of the battle play (for example, five minutes after the start of the battle play).

[0126] In this way, the game system 1 can encourage attacking users to compete for the keys by setting the number of keys to be fewer than the number of treasure chests at the start of the battle play. Note that the predetermined additional condition for placing a new key in the game field GF may be an additional condition based on the progress of the battle play (for example, when all three initial keys have been used and disappeared).

[0127] When creating a game field GF, the defending user can customize at least the blocks (an example of a limiting object) that limit the movement of characters within the game field GF. For example, when creating a game field GF, the defending user may be able to place soft blocks or hard blocks within the game field GF, and move or eliminate blocks that have already been placed.

[0128] This allows the game system 1 to create game stages by adjusting the difficulty of movement of the attacking user's character. For example, by creating multiple game stages with different difficulty levels, the defending user can use game stages with different difficulty levels for each battle.

[0129] [Second embodiment] Next, a second embodiment of the present invention will be described. In this embodiment, details of the matching process for matching a defending user and an attacking user who will play against each other will be described.

[0130] As described in the first embodiment, in the game system 1, a player can play a competitive game with various users using a game stage created by the defending user. The game stages that can be used are limited by the matching method used to determine the opponent when playing a competitive game.

[0131] When a user plays a competitive game, they first choose whether to participate in the competitive game as the attacking player or the defending player, and then select a matching method. Basically, the defending user becomes the honoree during matching. The honoree refers to the user who created the room. A room is used to invite the attacking user to a match played on a game stage created by the defending user, and accepts participation in the competitive game from users other than the honoree. There are four types of matching methods: quick match, conditional match, friend match, and designated match. Users can choose any of the four matching methods.

[0132] FIG. 13 is a diagram showing an example of a matching method selection screen according to the present embodiment. The illustrated matching method selection screen G30 is displayed on the display unit 14 of the game device 10 so that the user can select a matching method before starting a match-up play of the match-up game. Icon B31 is an operation button for selecting a quick match. Icon B32 is an operation button for selecting a conditional match. Icon B33 is an operation button for selecting a friend match. Icon B34 is an operation button for selecting a designated match. The user selects the matching method by operating the matching method selection screen G30 shown in FIG. 13, whether participating as an attacking player or a defending player. After selecting either the attacking player or the defending player, the user selects a matching method on the matching method selection screen G30 shown in FIG. 13 and participates in the match-up game.

[0133] When the user performs an operation on the game device 10 to select one of the icons B31 to B34, a match request is transmitted from the game device 10 to the game server 30, and matching processing is executed in the game server 30 according to the selected matching method. When matching is established in the game server 30, the matching result is transmitted to the game device 10, and the match play begins. Each matching method will be described with reference to FIG. 14.

[0134] FIG. 14 is a diagram showing an example of a matching method according to this embodiment. This diagram shows the matching range and whether or not a room can be selected for each matching method. The matching range is the range of users who are the target of matching, and it is determined whether unspecified users (unspecified users) or specific users (specified users) are the target of matching. A specified user is a user who has a predetermined relationship with the honoree (e.g., a friend relationship), or a user designated by an operation of the honoree. An unspecified user is a user who is not a specified user (including both specified users and users other than specified users). Furthermore, whether or not a room can be selected is determined by whether or not the attacking user can select the room he or she wants to participate in (the user and game stage he or she wants to play).

[0135] [Quick Match] When a defending user selects a quick match, the game device 10 transmits a match request to the game server 30 to participate as the defending side in a competitive game that uses a game stage created by that user. If multiple game stages created by that user are saved, the user may select which game stage to use. When an attacking user selects a quick match, the game device 10 transmits a match request to the game server 30 to participate as the attacking side in a competitive game. The game server 30 automatically matches the defending user with one of the defending users who are currently requesting a match. There are no specific conditions for users to be matched, and matching with unspecified users is performed. Since opponents are generally unknown users, fairness is required in the matching. Note that there is no room selection in a quick match.

[0136] [Conditional Match] Like quick matches, conditional matches match unspecified users, but unlike quick matches for attacking users, they can select a room. By creating a room, the defending user can invite attacking users to participate in the game stage they created. By selecting the room they want to join, the attacking user can participate in a competitive game that uses the game stage of that room.

[0137] FIG. 15 is a diagram illustrating an example of a room selection screen according to the present embodiment. The room selection screen G40 shown in this figure displays room labels R41, R42, and so on, each containing information about a room created by a user participating in a competitive game as a defender, and icons B41, B42, and so on, each serving as an operation button for selecting participation in each room. The room labels display the creator of the game stage (i.e., the room's honor), the clear status of the test play, game rules (e.g., time limit, number of treasure chests), and comments from the creator (comments for the attacking user). By checking the content of the room label, the attacking user can participate in the competitive game with some understanding of the type of game stage. For example, in the case of a game stage where the "test play" is marked "uncleared," the attacking user can participate knowing in advance that the game stage may be difficult (and may not be cleared). This reduces the user's sense of absurdity after actually participating in the competitive game.

[0138] [Friend Match] In a friend match, you can select a room just like in a conditional match, but the match is limited to specific users who are friends with the attacking user and the defending user. Users who are friends are allowed a certain degree of freedom in the game stages they can use in the battle game.

[0139] [Designated Match] In a designated match, a specific user who is relatively close to the defending user, such as an acquaintance, is matched as the attacking user. For example, the defending user directly specifies the user ID of the attacking user to perform the match. The attacking user may enter a password previously agreed upon with the defending user and participate in the competitive game using a game stage created by the defending user. Alternatively, users who can compete against each other may be matched by communicating between their game devices 10 using short-range communication such as Bluetooth (registered trademark) or infrared. If the users are in a close relationship, there are basically no restrictions (limitations) on the game stages that can be used in the competitive game. In a designated match, there is no room selection.

[0140] 16 is a diagram showing an example of constraints on game stages according to each matching method of this embodiment. Each matching method has constraints on available game stages. The difficulty of the game stage for the attacking user varies depending on how these constraints are set.

[0141] The constraints for a game stage are set forth in terms of whether the test play has been cleared and the game rules. A game stage that has not been cleared in the test play may be one that the user who created it has not been able to clear in the test play, or may not have performed the test play at all. Therefore, a game stage that has not been cleared in the test play may be more difficult than a game stage that has been cleared in the test play. If the constraints do not include the clearing status in the test play, game stages with high difficulty will be included. Therefore, by including the clearing status in the test play in the constraints for a game stage, it is possible to eliminate game stages that are so difficult that the attacking side cannot win.

[0142] The game rules include constraints such as the time limit for the battle, the number of attacking users, the number of treasure chests, and the number of keys. The longer the time limit, the lower the difficulty of the game stage for the attacking users, and the shorter the time limit, the higher the difficulty of the game stage for the attacking users. Furthermore, the fewer the number of attacking users, the lower the difficulty of the game stage for each individual attacking user, and the higher the number of attacking users, the higher the difficulty of the game stage for each individual attacking user. Furthermore, the more treasure chests there are, the lower the difficulty of the game stage for the attacking users, and the fewer treasure chests there are, the higher the difficulty of the game stage for the attacking users. Furthermore, the more keys there are, the lower the difficulty of the game stage for the attacking users, and the fewer keys there are, the higher the difficulty of the game stage for the attacking users. By setting these constraints on the game rules, the difficulty of the available game stages can be adjusted compared to when there are no constraints.

[0143] In the illustrated example, game stages available in "Quick Match" have been cleared in test play, have a time limit of 10 minutes or more, have 10 or fewer attacking users, have 5 or more treasure chests, and have 7 or more keys. Game stages available in "Condition Match" do not have a clear test play status as a constraint, but have a time limit of 5 minutes or more, have 15 or fewer attacking users, have 3 or more treasure chests, and have 5 or more keys. Game stages available in "Friend Match" do not have a clear test play status as a constraint, but have a time limit of 5 minutes or more, have 15 or fewer attacking users, have 2 or more treasure chests, and have 3 or more keys. Game stages available in "Designated Match" do not have a constraint, but have a time limit of 5 minutes or more, have 15 or fewer attacking users, have 2 or more treasure chests, and have 3 or more keys. Note that there are no constraints on game stages available in "Designated Match."

[0144] In other words, the constraints are set so that the game stage difficulty is the lowest in the quick match, and the constraints are set so that the game stage difficulty is the next lowest in the condition match. By setting constraints in this way, when matching with unspecified users, it is possible to prevent a match against an unspecified, unknown opponent from being played on an absurdly difficult game stage.

[0145] On the other hand, friend matches are not matched with strangers but with users who are friends, so compared to quick matches and conditional matches, constraints are set so that matches can be played on game stages with higher difficulty levels.In designated matches, the defending user directly specifies the attacking user as the opponent to be matched, so no constraints are set and the matches can be played on game stages of any difficulty level.

[0146] In this way, constraints on the game stages that can be used in battle play among a plurality of game stages are set depending on the matching method. The constraints on the game stages that can be used in battle play differ depending on whether the user to be matched is an unspecified user or not, and are set so that the difficulty level of the game stages for the attacking user is lower when matching with an unspecified user than when matching with a specified user.

[0147] In the example shown in FIG. 16, the constraints for the test play are set only for the quick match. In such a case, some or all of the constraints of the game rules set for the quick match may be included in the play content of the test play. For example, the play content of the test play may be set to a time limit of 10 minutes and five treasure chests, etc., to satisfy the conditions for the quick match. For example, by including all of the constraints of the game rules for the quick match in the test play, the only constraint for the game stage in the quick match may be that the test play has been cleared.

[0148] [Configuration of Matching Processing Unit] Next, the matching processing unit 314 included in the game server 30 will be described in detail with reference to FIG.

[0149] Fig. 17 is a diagram showing an example of the functional configuration of the matching processing unit 314 according to this embodiment. The functional configuration of the matching processing unit 314 shown in this figure is a specific example of the matching processing unit 314 shown in Fig. 8. The matching processing unit 314 includes a target stage determination unit 3141 (an example of a stage determination unit) and a matching unit 3142.

[0150] The target stage determination unit 3141 determines which of the multiple game stages can be used for battle play, using a matching method selected from multiple matching methods with different matching ranges. For example, the target stage determination unit 3141 determines constraints (see FIG. 16) for which of the multiple game stages can be used for battle play, using the selected matching method.

[0151] For example, there are cases where the matching range is unspecified users or specified users. The target stage determination unit 3141 determines the above constraint conditions so that the difficulty level of the game stages available for battle play differs depending on whether the matching method is one in which unspecified users are the matching range (for example, quick match and condition match) or one in which specified users are the matching range (for example, friend match and designated match).

[0152] That is, the target stage determination unit 3141 determines the difficulty levels of game stages available for battle play to differ based on whether the matching range is unspecified users. More specifically, for example, the target stage determination unit 3141 determines the constraints on usable game stages (the completion status of test plays and the constraints on game rules) so that the difficulty levels of game stages available for battle play differ for each of the four matching methods, quick match, condition match, friend match, and designated match, as described with reference to Fig. 16 .

[0153] The matching unit 3142 matches a defending user and an attacking user who will play a battle using one of the available game stages determined by the target stage determination unit 3141. For example, the matching unit 3142 matches a defending user and an attacking user based on the selected matching method and the constraints of the game stage.

[0154] In the case of a quick match, the matching unit 3142 matches any of the users (defensive users) who selected quick match and requested a match as the defending side with any of the users (attacking users) who selected quick match and requested a match as the attacking side. In this case, the users to be matched (matching range) are unspecified users. Also, the available game stages satisfy the constraints for quick match shown in FIG. 16 . For example, the matching unit 3142 selects any of the users who selected quick match and requested a match as the attacking side as a match target for a user (defensive user) who selected quick match and requested a match as the defending side. Specifically, for example, the matching unit 3142 randomly selects from among the users who requested a match as the attacking side (selecting so that each user has an equal probability of being selected). Alternatively, the matching unit 3142 may select from among the users who requested a match as the attacking side in the order in which they requested a match. The matching unit 3142 selects the number of attacking users according to the game rules from the users selected as matching targets and matches them with the defending user.

[0155] In the case of a conditional match, the matching unit 3142 matches any of the users (defensive users) who selected the conditional match and made a match request as the defending side with any of the users (attacking users) who selected the conditional match and made a match request as the attacking side. In this case, the users who are the target of matching (the matching range) are unspecified users, as in the case of a quick match. Also, the available game stages are those that satisfy the constraints for the conditional match shown in FIG. 16. For example, a selection screen (e.g., the room selection screen G40 shown in FIG. 15) that allows the user to select a room created by the user (defensive user) who selected the conditional match and made a match request as the defending side is displayed on the game device 10. Based on the room selection result on the selection screen, the matching unit 3142 matches the defending user with the attacking user.

[0156] In the case of a friend match, the matching unit 3142 matches a user who has selected the friend match and requested a match as the defending side (defensive user) with a user who has selected the friend match and requested a match as the attacking side. In this case, the users who are the target of matching (matching range) are users who are friends with each other. The available game stages are those that satisfy the constraints for the friend match shown in FIG. 16.

[0157] In the case of a designated match, the matching unit 3142 matches a user designated by a user (defensive user) who selected the designated match and requested a match as the defending side as an attacking user. Also, the matching unit 3142 matches a user designated by a user (attacking user) who selected the designated match and requested a match as the attacking side as a defending user. There are no restrictions on the game stages that can be used.

[0158] [Matching process operation] Next, the operation of the matching process executed by the game system 1 will be described. First, a description will be given of the operation of the match request transmission process executed by the CPU 11 of the game device 10. Fig. 18 is a flowchart showing an example of the match request transmission process according to this embodiment. This match request transmission process corresponds to a specific example of the process of step S301 in Fig. 11 and step S401 in Fig. 12.

[0159] The CPU 11 controls the display of the display unit 14 to display a matching method selection screen G30 (see FIG. 13) (step S501). The CPU 11 selects a matching method from four types of matching methods: quick match, conditional match, friend match, and designated match, based on a user operation on the matching method selection screen G30 (step S503).

[0160] Then, the CPU 11 transmits a match request to the game server 30 in association with information indicating the selected matching method (step S505). For example, when participating in a match game as the attacking player, the CPU 11 transmits a match request as the attacking player to the game server 30 in association with information indicating the selected matching method. On the other hand, when participating in a match game as the defending player, the CPU 11 transmits a match request as the defending player to the game server 30 in association with information indicating the selected matching method. Note that if multiple game stages created by the defending player have been saved, the match request may also be transmitted to the game server 30 in association with selection information of the game stage to be used.

[0161] Next, a description will be given of the operation of the matching process executed by the CPU 31 of the game server 30. Fig. 19 is a flowchart showing an example of the matching process according to this embodiment.

[0162] The CPU 31 acquires a match request transmitted from the game device 10 (step S601). For example, the CPU 31 acquires a match request as the attacking side and a match request as the defending side transmitted from each of the multiple game devices 10.

[0163] The CPU 31 determines which of the multiple game stages can be used in battle play, based on the matching method associated with the battle request acquired in step S601 (the matching method selected by the user participating as the defending or attacking side) (step S603). For example, the CPU 31 determines constraints on the game stages that can be used in battle play, based on the selected matching method.

[0164] Next, the CPU 31 matches a defending user and an attacking user who will play a match using one of the available game stages determined in step S603 (step S605). For example, based on the selected matching method and the constraints of the game stage, the CPU 31 matches a defending user and an attacking user who will play a match using one of the game stages that satisfy the constraints of the available game stages determined in step S603. Specifically, for example, if the selected matching method is quick match, the CPU 31 randomly extracts and matches a defending user and an attacking user from among the defending users and attacking users who have requested a match in the quick match. Also, for example, if the selected matching method is conditional match, the CPU 31 matches an attacking user who has requested a match with the honoree (defending user) who created the room on a first-come, first-served basis until the room is filled. Also, if the selected matching method is friend match, the method differs from conditional match in that, for example, the room is only made available to users (e.g., friends) who have a predetermined relationship with the honoree (defending user). For example, in the case of a friend match, the CPU 31 matches a friend (attacking user) who has made a match request to a room with the honoree (defending user) who created the room on a first-come, first-served basis until the room is filled to capacity.

[0165] When a user creates a room, the CPU 31 may notify users who have a predetermined relationship with the user (for example, friends) of an invitation to the room (an invitation to a battle).

[0166] Then, the CPU 31 transmits a matching result, which includes user information of the matched defending user, user information of the matched attacking user, and information on the game stage to be used in the match play, to the game device 10 of the matched user (step S607).

[0167] Summary of the second embodiment As described above, the game system 1 according to the present embodiment includes a game device 10 and a game server 30 that communicates with the game device 10, and executes a process for matching opponents in a competitive game in which an attacking user and a defending user play against each other using game stages created by the defending user. The defending user can create multiple game stages. The game server 30 includes a matching processing unit 314 that executes the matching process. For example, the matching processing unit 314 includes a target stage determination unit 3141 (an example of a stage determination unit) and a matching unit 3142. The target stage determination unit 3141 determines a game stage that can be used for competitive play from among the multiple game stages using a matching method selected from multiple matching methods that have different ranges of users to be matched (e.g., matching ranges). The matching unit 3142 matches a defending user and an attacking user who will play against each other using one of the available game stages determined by the target stage determination unit 3141.

[0168] As a result, in a competitive game in which players compete using game stages created by users, the game system 1 determines the game stages that can be used for competitive play depending on the range of users to be matched, thereby reducing user dissatisfaction with game stages.

[0169] For example, the target stage determination unit 3141 determines the game stages that can be used in battle play based on whether or not the user to be matched is an unspecified user.

[0170] This allows the game system 1 to make the game stages available for battle play different when matching with an unspecified user and when matching with a specified user, thereby reducing user dissatisfaction with game stages.

[0171] In this embodiment, an example has been described in which, when a user selects a matching method, the difficulty levels of the game stages available for competitive play are determined based on whether or not the users (matching range) to be matched in the selected matching method are unspecified users. However, conversely, a configuration may be adopted in which, when a user selects a game stage, available matching methods are presented in a selectable manner depending on the selected game stage.

[0172] Furthermore, the defending user can use the game stage he or she created to become the attacking user and conduct a test play of a match-up. The difficulty level of the game stage for the attacking user varies depending on whether the attacking user was able to win in the test play. The target stage determination unit 3141 determines the difficulty level of the game stage available for match-up play so that it varies depending on whether the user to be matched is an unspecified user.

[0173] This allows the game system 1 to determine the difficulty level of the game stage created by the defending user based on the clear status of the test play, and to make the difficulty level of the game stage available for competitive play different when matching with an unspecified user and when matching with a specified user, thereby reducing user dissatisfaction with the game stage.

[0174] Furthermore, the difficulty level of the game stage for the attacking user differs based on the game rules for the battle play set for the game stage by the defending user. The target stage determination unit 3141 determines the difficulty level of the game stage available for battle play to differ depending on whether the user to be matched is an unspecified user or not.

[0175] This allows the game system 1 to determine the difficulty level of the game stage created by the defending user based on the game rules, and to make the difficulty level of the game stage available for competitive play different when matching with an unspecified user and when matching with a specified user, thereby reducing user dissatisfaction with the game stage.

[0176] The game rules also include a constraint on the number of attacking users.

[0177] This allows the game system 1 to determine the difficulty level of the game stage created by the defending user based on the constraint of the number of attacking users, and to make the difficulty level of the game stage available for competitive play different when matching with an unspecified user and when matching with a specified user.

[0178] In addition, one or more treasure chests (an example of a specific object) are placed within the game stage, and the outcome of the battle between the defending user and the attacking user is determined based on the number of treasure chests acquired by the attacking user from the start of the battle until a time limit (an example of a predetermined time) has elapsed. The game rules include constraints on the number of treasure chests placed within the game stage or constraints on the time limit.

[0179] This allows the game system 1 to determine the difficulty level of the game stage created by the defending user based on the constraint of the number of treasure chests placed in the game stage or the constraint of the time limit, and to make the difficulty level of the game stage available for competitive play different when matching with an unspecified user and when matching with a specified user.

[0180] In addition, the keys (an example of an item) required by the attacking user to obtain the treasure chest are placed within the game stage so that they can be obtained by the attacking user, and the game rules include constraints on the number of keys that can be placed within the game stage.

[0181] This allows the game system 1 to determine the difficulty level of the game stage created by the defending user based on the constraint of the number of keys placed in the game stage, and to make the difficulty level of the game stage available for competitive play different when matching with an unspecified user and when matching with a specified user.

[0182] Furthermore, when creating a game stage, the defending user can customize blocks (an example of a limiting object) that limit the movement of characters that move in response to at least the operations of the attacking user within the game stage.

[0183] This allows the game system 1 to adjust the difficulty level of a game stage when the defending user creates the game stage, depending on the number and positions of blocks in the game stage.

[0184] Furthermore, when there are multiple game stages created by the defending user, the game system 1 presents only those game stages that can be used in battle play to the attacking user so that the attacking user can select them according to the matching method.

[0185] This allows the game system 1 to make it easier for an attacking user to select a defending user to compete against when participating in a competitive game.

[0186] [Variations] Although the embodiments of the present invention have been described above in detail with reference to the drawings, the specific configurations are not limited to the above-described embodiments, and the present invention also includes designs that do not deviate from the gist of the present invention. For example, the above-described configurations can be combined in any manner.

[0187] In the above embodiment, an example of a specification in which the attacking user cannot obtain a treasure chest without a key has been described, but a specification in which a key is not required to obtain a treasure chest may also be used. Also, in the above embodiment, the attacking user fulfills the victory condition by obtaining the treasure chest as a result of reaching the treasure chest, but the victory condition may also be fulfilled simply by reaching the treasure chest.

[0188] In the above embodiment, an example was described in which the winning condition for the attacking user was to obtain one treasure chest, but this is not limited to one and may be multiple. In other words, the winning condition for the attacking user may be to obtain multiple treasure chests (for example, two, three, etc.). The more treasure chests the attacking user must obtain to win, the more difficult it will be for the attacking user to win.

[0189] Furthermore, in the above embodiment, the defending user also operates a character in the battle play, just like the attacking user. However, the defending user does not necessarily have to operate a character. For example, the defending user may simply see if they can protect a treasure chest within the time limit using traps or the like that they have set in a game stage that they created. Alternatively, the only element in which the defending user intervenes in the battle play may be operations that activate weapons such as cannons or traps (for example, firing a cannon, making an NPC appear, activating a trap that causes blocks to fall, etc.).

[0190] Alternatively, a program for implementing the functions of the game processing unit 110 or the server processing unit 310 may be recorded on a computer-readable recording medium, and the program may be loaded into a computer system and executed to perform part or all of the processing of the game processing unit 110 or the server processing unit 310. Here, "loading a program recorded on a recording medium into a computer system and executing it" includes installing the program on a computer system. The term "computer system" here includes hardware such as an OS and peripheral devices. The term "computer system" may also include multiple computer devices connected via a network, including the Internet, a WAN, a LAN, a dedicated line, or other communication lines. The term "computer-readable recording medium" refers to portable media such as floppy disks, optical magnetic disks, ROMs, and CD-ROMs, as well as storage devices such as hard disks built into a computer system. Thus, a recording medium storing a program may be a non-transitory recording medium such as a CD-ROM. The term "recording medium" also includes internal or external recording media accessible from a distribution server for distributing the program. The program code stored on the distribution server's recording medium may be different from the program code executable on a terminal device. In other words, the format in which the program is stored on the distribution server does not matter as long as it can be downloaded from the distribution server and installed in a form that is executable on the terminal device. The program may be divided into multiple parts, each of which may be downloaded at different times and then combined on the terminal device, or each of the divided programs may be distributed by a different distribution server. Furthermore, the term "computer-readable recording medium" also includes a storage medium that stores a program for a certain period of time, such as volatile memory (RAM) within a computer system that serves as a server or client when a program is transmitted over a network. The program may also be one that realizes part of the functions described above.Furthermore, the above-mentioned functions may be realized in combination with a program already recorded in the computer system, that is, a so-called differential file (differential program).

[0191] Furthermore, the above-described game processing unit 110 or the server processing unit 310 may be partly or entirely implemented as an integrated circuit such as an LSI (Large Scale Integration). Each of the above-described functions may be implemented individually as a processor, or partly or entirely as an integrated processor. The integrated circuit implementation method is not limited to LSI, and may be implemented using a dedicated circuit or a general-purpose processor. Furthermore, if an integrated circuit implementation technology that can replace LSI emerges due to advances in semiconductor technology, an integrated circuit based on that technology may be used.

[0192] Furthermore, a portion of the configuration of the above-described game processing unit 110 may be included in the server processing unit 310. For example, the game server 30 may be responsible for most of the game processing, and the game device 10 may be responsible for displaying game images based on the game processing executed by the game server 30 and inputting user operations.

[0193] Furthermore, the game server 30 may be configured as a single computer device, or may be configured as a distributed system across multiple computer devices. For example, the game server 30 may be configured as a distributed system across multiple computer devices connected via a network NW. As an example, a server that performs the matching process for the game server 30 and a server that performs the game process may be configured as a distributed system across different computer devices. Furthermore, after the matching process is performed by the game server 30, the matched game devices 10 may perform P2P communication to play against each other.

[0194] Furthermore, at least a part of the configuration of the game processing unit 110 of the game device 10 may be provided in the game server 30. For example, a so-called cloud game configuration may be adopted in which the game device 10 only performs user operation input, drawing of images on the game screen, and sound reproduction, and the game server 30 performs game processing including generation of drawing data and sound data.

[0195] [Appendix A] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0196] For example, in a competitive game in which a defending user and an attacking user compete against each other using a game stage created by a defending user, one of the attractions of the game is for multiple attacking users to cooperate to conquer the game stage created by the defending user. However, some users find such cooperative play to be cumbersome.

[0197] One of the objectives of some aspects of the present invention is to provide a game program, a game processing method, and a game system that reduce the need for cooperation between users in a competitive game played by multiple users.

[0198] (Appendix A1) A game program according to one aspect of the present invention is a game program for executing processing of a competitive game between a plurality of attacking users and at least one defending user, the game program including the steps of: causing a computer to move each character within a game space (e.g., a game field GF) created by the defending user based on the operation of each of the plurality of attacking users during a competitive play in the competitive game (S103, S203); and causing the attacking user operating the character to acquire a specific object (e.g., a treasure chest) that has been placed within the game space, when one of the characters of the attacking users reaches the specific object. The method executes a step (S211) of terminating the battle play of the attacking user among the plurality of attacking users that has acquired the specific object as a victory condition being satisfied, and allowing the other attacking users to continue the battle play (S307, S309, S311); and a step (S413, S315) of terminating the battle play of all of the defending users and the attacking users as a victory condition being satisfied, if the remaining status of the specific object that has not been acquired by the attacking user is maintained so as not to reach a predetermined remaining status (e.g., no remaining treasure chests) until a predetermined time (e.g., a time limit) has elapsed since the start of the battle play.

[0199] According to the configuration of Appendix A1, even in a competitive game between multiple attacking and defending users, it is basically an individual game, so it is possible to provide a game in which the cooperation element between users is reduced in a competitive game between multiple users. Therefore, it is possible to easily participate in a competitive game without the need for cooperation or consultation with other users as friends.

[0200] (Appendix A2) Also, one aspect of the present invention is a game program as described in Appendix A1, in which the computer executes steps (S309, S411) of ending the competitive play of all of the defending users and the attacking users, assuming that the victory conditions of all of the attacking users are met if all of the multiple attacking users have acquired the specific object (e.g., treasure chest) before the predetermined time (e.g., time limit) has elapsed.

[0201] According to the configuration of Appendix A2, the outcome between the attacking user and the defending user is determined by whether or not all of the multiple attacking users obtain a specific object (e.g., a treasure chest) within a specified time (e.g., a time limit).Therefore, although it is an individual battle, the final defeat of the defending user is determined by the play results of each of the attacking users, so it also provides an element of a team battle.

[0202] (Appendix A3) Another aspect of the present invention is a game program as described in Appendix A1 or Appendix A2, wherein an item (e.g., a key) required for the attacking user to acquire the specific object (e.g., a treasure chest) is placed within the game space (e.g., game field GF) so that it can be acquired by the attacking user, and in the acquisition step, when one of the characters of the attacking user who has already acquired the item reaches one of a plurality of specific objects placed within the game space, the attacking user who controls the character is caused to acquire the specific object that the character has reached.

[0203] According to the configuration of Appendix A3, the attacking user no longer simply heads towards the location of a specific object (e.g., a treasure chest), which increases the number of elements to conquer in the game space (e.g., the game field GF), improving the game's playability.

[0204] (Appendix A4) Another aspect of the present invention is a game program as described in Appendix A3, in which the attacking user can acquire the items (e.g., keys) placed within the game space (e.g., game field GF) and the items that other attacking users have already acquired.

[0205] According to the configuration of Appendix A4, attacking users can compete with each other to steal items (e.g., keys), which increases the difficulty of reaching a specific object (e.g., treasure chest) after obtaining an item (e.g., a key).

[0206] (Appendix A5) Another aspect of the present invention is a game program described in Appendix A3 or Appendix A4, in which the item (e.g., a key) placed in the game space (e.g., a game field GF) is newly placed in the game space based on a predetermined additional condition.

[0207] According to the configuration of Appendix A5, at the start of competitive play, the number of items (e.g., keys) is set to be less than the number of specific objects (e.g., treasure chests), thereby encouraging attacking users to compete for items (e.g., keys).

[0208] (Appendix A6) Another aspect of the present invention is the game program according to appendix A5, wherein the predetermined additional condition is a condition based on the passage of time from the start of the battle play.

[0209] According to the configuration of Appendix A6, at the start of competitive play, the number of items (e.g., keys) is set to be less than the number of specific objects (e.g., treasure chests), thereby encouraging attacking users to compete for items (e.g., keys).

[0210] (Appendix A7) Another aspect of the present invention is a game program described in any one of Appendices A1 to A6, wherein the defending user is able to customize limiting objects (e.g., blocks) that limit the movement of the character within at least the game space (e.g., game field GF) when creating the game space.

[0211] According to the configuration of Appendix A7, a game space (e.g., a game field GF) can be created by adjusting the difficulty of movement of the attacking user's character. For example, by creating multiple game spaces (e.g., game fields GF) with different difficulty levels, the defending user can use a game space (e.g., a game field GF) with a different difficulty level for each battle.

[0212] (Appendix A8) A game processing method according to one aspect of the present invention is a game processing method executed by a computer that executes processing of a competitive game between a plurality of attacking users and at least one defending user, the method including the steps of: in a competitive play in the competitive game, moving each character within a game space (e.g., a game field GF) created by the defending user based on the operation of each of the plurality of attacking users (S103, S203); and, when one of the characters of the attacking users reaches a specific object (e.g., a treasure chest) located within the game space, causing the character to retrieve the specific object to the attacking user operating the character. the step of allowing the attacking user to acquire the specific object (S211); the steps of ending the battle play of the attacking user among the plurality of attacking users that has acquired the specific object as a victory condition being satisfied, and allowing the other attacking users to continue the battle play (S307, S309, S311); and the steps of ending all the battle plays of the defending user and the attacking user as a victory condition being satisfied, when the remaining status of the specific object that has not been acquired by the attacking user is maintained so as not to reach a predetermined remaining status (e.g., no remaining treasure chests) until a predetermined time (e.g., a time limit) has elapsed since the start of the battle play.

[0213] According to the configuration of Appendix A8, even in a competitive game between multiple attacking and defending users, it is basically an individual game, so it is possible to provide a game in which the cooperation element between users is reduced in a competitive game between multiple users. Therefore, it is not necessary for users to cooperate or consult with other users as friends, and users can easily participate in the competitive game.

[0214] (Appendix A9) A game system (1) according to one aspect of the present invention is a game system comprising a game device (10) and a game server (30) that communicates with the game device, and that executes processing for a competitive game between a plurality of attacking users and at least one defending user, and includes a character control unit (S103, S203) that, in a competitive play in the competitive game, moves each character within a game space (e.g., a game field GF) created by the defending user based on the operations of each of the plurality of attacking users, and a character control unit (S103, S203) that, when one of the characters of the attacking users reaches a specific object (e.g., a treasure chest) located within the game space, moves the character to the specific object that the character has reached. and a play management unit (117) which determines that the victory condition for the defending user is met and ends the battle play of the attacking user who has acquired the specific object, among the plurality of attacking users, as the victory condition has been met, and allows the other attacking users to continue the battle play (S307, S309, 311), and if the remaining status of the specific object that has not been acquired by the attacking user is maintained so as not to reach a predetermined remaining status (for example, no remaining treasure chests) until a predetermined time (for example, a time limit) has elapsed since the start of the battle play, it determines that the victory condition for the defending user is met and ends the battle play of all of the defending users and the attacking users (S413, S315).

[0215] According to the configuration of Appendix A9, even in a competitive game between multiple attacking and defending users, it is basically an individual game, so it is possible to provide a game in which the cooperation element between users is reduced in a competitive game between multiple users. Therefore, it is not necessary for users to cooperate or consult with other users as friends, and users can easily participate in the competitive game.

[0216] [Appendix B] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not limit the present invention to the illustrated embodiments.

[0217] For example, in a competitive game in which players compete using game stages created by users, the difficulty level of the created game stages may be inappropriate or may be intentionally set too high, which may cause other users playing using such game stages to become dissatisfied with the game stages.

[0218] One of the objectives of some aspects of the present invention is to provide a game program, a game processing method, and a game system that reduce user dissatisfaction with game stages in a competitive game in which players compete using game stages created by users.

[0219] (Appendix B1) A game program according to one embodiment of the present invention is a game program that executes a process for matching opponents in a competitive game in which an attacking user and a defending user play against each other using game stages created by the defending user, wherein the defending user is capable of creating a plurality of game stages, and causes a computer to execute the following steps: determining (S603) a game stage from among the plurality of game stages that can be used for the competitive play using a matching method selected from a plurality of matching methods that have different ranges of users to be matched (e.g., matching ranges); and matching (S605) the defending user and the attacking user who will play against each other using one of the determined usable game stages.

[0220] According to the configuration of Appendix B1, in a competitive game in which players compete using game stages created by users, the game stages available for competitive play are determined based on the range of users to be matched, thereby reducing user dissatisfaction with game stages.

[0221] (Appendix B2) Another aspect of the present invention is a game program as described in Appendix B1, in which, in the determining step, the game stage that can be used for the competitive play is determined based on whether the user to be matched is an unspecified user.

[0222] According to the configuration of Appendix B2, the game stages available for competitive play can be made different when matching with an unspecified user and when matching with a specified user, thereby reducing user dissatisfaction with game stages.

[0223] (Appendix B3) Furthermore, one aspect of the present invention is a game program as described in Appendix B1 or Appendix B2, in which the game stage created by the defending user can be used by the defending user himself to become the attacking user and conduct a test play of the competitive play, the difficulty level of the game stage for the attacking user differs based on whether the attacking user is victorious in the test play, and in the determining step, the difficulty level of the game stage available for the competitive play is determined to differ depending on whether the user to be matched is an unspecified user or not.

[0224] According to the configuration of Appendix B3, the difficulty level of the game stage created by the defending user is determined based on whether the attacking user was able to win in a test play, and the difficulty level of the game stage available for competitive play can be made different when matching with an unspecified user and when matching with a specified user, thereby reducing user dissatisfaction with the game stage.

[0225] (Appendix B4) Another aspect of the present invention is a game program described in any one of Appendices B1 to B3, wherein the difficulty level of the game stage for the attacking user differs based on the game rules for the competitive play set for the game stage by the defending user, and in the determining step, the difficulty level of the game stage available for the competitive play is determined to differ depending on whether the user to be matched is an unspecified user or not.

[0226] According to the configuration of Appendix B4, the difficulty level of the game stage created by the defending user is determined based on the game rules, and the difficulty level of the game stage available for competitive play can be made different when matching with an unspecified user and when matching with a specified user, thereby reducing user dissatisfaction with the game stage.

[0227] (Supplementary Note B5) Another aspect of the present invention is the game program described in Supplementary Note B4, wherein the game rules include a constraint on the number of attacking users.

[0228] According to the configuration of Appendix B5, the difficulty level of the game stage created by the defending user is determined based on the constraint of the number of attacking users, and the difficulty level of the game stage available for competitive play can be made different when matching with an unspecified user and when matching with a specific user.

[0229] (Appendix B6) Another aspect of the present invention is a game program as described in Appendix B4 or Appendix B5, in which one or more specific objects (e.g., treasure chests) are placed within the game stage, and in the competitive play, the outcome of the battle between the defending user and the attacking user is determined based on the acquisition status of the specific objects by the attacking user from the start of the competitive play until a predetermined time (e.g., a time limit) has elapsed, and the game rules include a constraint on the number of the specific objects placed within the game stage or a constraint on the predetermined time.

[0230] According to the configuration of Appendix B6, the difficulty level of the game stage created by the defending user can be determined based on the constraint of the number of specific objects (e.g., treasure chests) placed in the game stage or the constraint of the time from the start of the competitive play, and the difficulty level of the game stage available for competitive play can be made different when matching with an unspecified user and when matching with a specific user.

[0231] (Appendix B7) Another aspect of the present invention is a game program as described in Appendix B6, in which an item (e.g., a key) required for the attacking user to obtain the specific object (e.g., a treasure chest) is placed within the game stage so that the attacking user can obtain it, and the game rules include a constraint on the number of items placed within the game stage.

[0232] According to the configuration of Appendix B7, the difficulty level of the game stage created by the defending user is determined based on the constraint of the number of items (e.g., keys) placed in the game stage, and the difficulty level of the game stage available for competitive play can be made different when matching with an unspecified user and when matching with a specified user.

[0233] (Appendix B8) Another aspect of the present invention is a game program described in any one of Appendices B5 to B7, wherein the defending user, when creating the game stage, can customize a limiting object (e.g., a block) that limits the movement of a character that moves within the game stage in response to at least the operation of the attacking user.

[0234] According to the configuration of Appendix B8, when a defending user creates a game stage, the difficulty level of the game stage can be adjusted by the number and positions of limiting objects (for example, blocks) in the game stage.

[0235] (Appendix B9) Furthermore, a game processing method according to one aspect of the present invention is a game processing method executed by a computer that executes a process for matching opponents in a competitive game in which an attacking user and a defending user play against each other using game stages created by the defending user, wherein the defending user is capable of creating a plurality of game stages, and the method includes a step (S603) of determining a game stage from among the plurality of game stages that can be used for the competitive play using a matching method selected from a plurality of matching methods that have different ranges of users to be matched (e.g., matching ranges), and a step (S605) of matching the defending user and the attacking user who will play against each other using one of the determined usable game stages.

[0236] According to the configuration of Appendix B9, in a competitive game in which players compete using game stages created by users, the game stages available for competitive play are determined based on the range of users to be matched, thereby reducing user dissatisfaction with game stages.

[0237] (Appendix B10) Furthermore, a game system according to one embodiment of the present invention is a game system comprising: a game device (10) that executes processing for a competitive game in which an attacking user and a defending user play against each other using game stages created by the defending user; and a game server (30) that executes processing for matching opponents in the competitive game, wherein the defending user is capable of creating a plurality of game stages; and the game server comprises: a game stage determination unit (3141, S603) that determines, from among the plurality of game stages, a game stage that can be used for the competitive play using a matching method selected from a plurality of matching methods that have different ranges of users to be matched (e.g., matching ranges); and a matching unit (3142, S605) that matches the defending user and the attacking user who will play against each other using one of the determined usable game stages.

[0238] According to the configuration of Appendix B10, in a competitive game in which players compete using game stages created by users, the game stages available for competitive play are determined based on the range of users to be matched, thereby reducing user dissatisfaction with game stages. [Explanation of symbols]

[0239] 1 Game system, 10 Game device, 11 CPU, 12 Communication unit, 13 Input unit, 14 Display unit, 15 Memory unit, 30 Game server, 31 CPU, 32 Communication unit, 35 Memory unit, 110 Game processing unit, 111 Game stage management unit, 112 Match request unit, 113 Play progress management unit, 114 Game data transfer unit, 115 Character control unit, 116 Acquisition management unit, 117 Play management unit, 118 Display control unit, 151 User data storage unit, 152 Game stage storage unit, 153 Possessed data storage unit, 310 Server processing unit, 311 Server-side game processing unit, 312 Game stage management unit, 313 Game data transfer unit, 314 Matching processing unit, 3141 Target stage determination unit, 3142 Matching unit, 351 User data storage unit, 352 Game stage storage unit, 353 Possessed data storage unit

Claims

1. A game program for executing a process for a competitive game between a plurality of attacking users and at least one defending user, On the computer, In a battle play of the battle game, moving each character in a game space created by the defending user based on an operation of each of the attacking users; having the attacking user operating the character acquire a specific object located within the game space; a step of ending the battle play of the attacking user who has acquired the specific object among the plurality of attacking users, as the victory condition has been satisfied, and allowing the other attacking users to continue the battle play; a step of terminating the battle play of both the defending user and the attacking user when the remaining state of the specific object is maintained so as not to become a predetermined remaining state until a predetermined time has elapsed since the start of the battle play; A game program for executing the above.

2. The computer, a step of terminating the battle play of all of the attacking users and the defending users when all of the attacking users have acquired the specific object before the predetermined time has elapsed, assum- ing that the victory conditions of all of the attacking users have been met; 2. The game program according to claim 1, wherein the program executes the following:

3. When creating the game space, the defending user can customize a limiting object that limits at least the movement of the character within the game space. The game program according to claim 1 .

4. A game processing method executed by a computer that executes processing of a competitive game between a plurality of attacking users and at least one defending user, comprising: In a battle play of the battle game, moving each character in a game space created by the defending user based on an operation of each of the attacking users; having the attacking user operating the character acquire a specific object located within the game space; a step of ending the battle play of the attacking user who has acquired the specific object among the plurality of attacking users, as the victory condition has been satisfied, and allowing the other attacking users to continue the battle play; a step of terminating the battle play of both the defending user and the attacking user when the remaining state of the specific object is maintained so as not to become a predetermined remaining state until a predetermined time has elapsed since the start of the battle play; A game processing method including:

5. A game system comprising a game device and a game server communicating with the game device, the game system executing processing for a competitive game between a plurality of attacking users and at least one defending user, a character control unit that moves each character within a game space created by the defending user based on operations of each of the attacking users during a battle play in the battle game; an acquisition management unit that allows the attacking user operating the character to acquire a specific object located within the game space; a play management unit which, among the plurality of attacking users, ends the match-up play of the attacking user who has acquired the specific object as a victory condition being satisfied, and allows the other attacking users to continue the match-up play, and if the remaining state of the specific object is maintained so as not to become a predetermined remaining state until a predetermined time has elapsed from the start of the match-up play, determines that the victory condition of the defending user is satisfied, and ends all the match-up plays of the defending user and the attacking user; A game system comprising:

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