Game device and program

The game device integrates display and mounting units to associate game media placement with character display, addressing the challenge of player distraction by simplifying game handling and enhancing focus.

JP2025152702AActive Publication Date: 2025-10-10BANDAI CO LTD
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Patent Information

Application Number
JP2024054732
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-10-10
Estimated Expiration
2044-03-28

AI Technical Summary

Technical Problem

Players in games where a game medium is placed on a flat panel must repeatedly shift their line of sight between the panel and a display device, making it difficult to concentrate on the game.

Method used

A game device with a display unit having multiple display areas and a mounting unit where game media are placed, associating each display area with a corresponding mounting area, and grouping characters based on the placed media to facilitate understanding of game handling.

Benefits of technology

Enhances player focus by intuitively linking game media placement with character display, simplifying game operation and improving concentration.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025152702000001_ABST
    Figure 2025152702000001_ABST
Patent Text Reader

Abstract

To allow a player to easily grasp handling on a game of a mounted game medium.SOLUTION: A game device having a display part with a plurality of display regions and a placing part for placing a game medium includes: execution means for executing a game in which a first type character based on a game medium placed on the placing part and a second type character not based on the game medium appear; and grouping means for grouping a character group that appears in the game. It is determined in which display region of the plurality of display regions the second type character is displayed. Each of the plurality of display regions is associated with any of the plurality to placing regions provided on the placing part. The grouping means groups the second type character displayed in the display region and the first type character based on the game medium placed in the placing region corresponding to the display region for each of a plurality of placing regions.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a game device and a program, and more particularly to an information processing technique for games that are executed simultaneously in parallel. [Background technology]

[0002] There is a game device in which a game medium is placed on the device to play the game (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-072986 Summary of the Invention [Problem to be solved by the invention]

[0004] In a game in which a game medium is placed on a placement unit such as a flat panel as in Patent Document 1, the player must operate the game medium while checking both the position of the game medium on the placement unit and the game screen displayed on a display device provided separately from the placement unit. In other words, the player must repeatedly shift their line of sight between the flat panel and the display device to determine whether the correct operation input has been made, which may prevent them from concentrating on playing the game.

[0005] The present invention aims to provide a game device and a program that make it easier for a player to understand how to handle the placed game media in the game. [Means for solving the problem]

[0006] A game device according to one embodiment of the present invention comprises a display unit having a plurality of display areas and a mounting unit on which game media can be placed, and is equipped with an execution means for executing a game in which a first type of character based on the game media placed on the mounting unit and a second type of character not based on the game media appear, and a grouping means for grouping characters appearing in the game, wherein it is determined in which of the plurality of display areas the second type of character will be displayed, and each of the plurality of display areas is associated with one of a plurality of mounting areas provided on the mounting unit, and the grouping means groups, for each of the plurality of display areas, the second type of character displayed in that display area with a first type of character based on the game media placed in the mounting area corresponding to that display area. [Effects of the Invention]

[0007] According to the present invention, it is possible to make it easier for players to understand how to handle the placed game media in the game. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a block diagram illustrating a hardware configuration of a game device 100 according to an embodiment and a modification of the present invention. [Figure 2] 1 is a diagram illustrating an example of the external configuration of a game device 100 according to an embodiment and a modification of the present invention; [Figure 3] FIG. 1 is a diagram illustrating a placement area provided in a placement unit 200 according to an embodiment and a modification of the present invention; [Figure 4] 10A and 10B are diagrams illustrating the display mode of a game screen of a fighting game according to an embodiment and a modified example of the present invention; [Figure 5] 10 is a flowchart illustrating a grouping process executed in the game device 100 according to the embodiment and the modification of the present invention. [Figure 6] FIG. 10 is a diagram illustrating an example of the arrangement of a placement unit 200 and a display unit 300 according to a first modified example of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.

[0010] In the embodiment described below, the present invention is applied to a game device having a display unit and a mount unit on which a game medium can be placed, as an example of a game device. However, the present invention can be applied to any device having a display unit and a mount unit.

[0011] <Hardware configuration of the game device> FIG. 1 is a block diagram showing the hardware configuration of a game device 100 according to this embodiment.

[0012] The control unit 101 is a processor such as a CPU, and performs operation control of each piece of hardware included in the game device 100, and control related to the realization of various functions including the function of providing a game play experience. Specifically, the control unit 101 performs the relevant control by, for example, reading out a necessary program stored in the storage device 102, expanding it into the memory 103, and executing it.

[0013] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or a HDD. The storage device 102 stores an operating system for operating the game device 100, programs related to the game that provides the play experience, as well as parameter information required to realize various controls and various data related to the game that provides the play experience. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0014] The GPU 104 is a rendering device that executes various rendering processes related to the generation of game screens and other screens and images presented during the game play experience. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102 and performs predetermined calculations to generate various images including screens. The screens and images generated by the GPU 104 are presented to the player by being displayed on a display device, for example, included in a presentation device 110 provided in the game device 100.

[0015] Presentation device 110 is a device equipped with an information presentation function included in game device 100. In one aspect, presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by GPU 104. Furthermore, the means for presenting information in game device 100 is not limited to those that realize visual information presentation, such as a display device or a lighting device, and may include other types of information presentation means, such as an audio output device such as a speaker that realizes auditory information presentation, or a force feedback device that realizes tactile information presentation. In this case, the information to be presented may be, for example, data read from storage device 102 or data configured by control unit 101 as needed.

[0016] Operation I / F 105 is a user interface provided in game device 100 that accepts operation input. When operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to control unit 101. In one aspect, operation I / F 105 includes operation members such as a button for entering a decision or a button for selecting an input, various sensors, etc. Furthermore, in an aspect in which presentation device 110 includes a display device capable of detecting touch input, operation I / F 105 includes a touch input detection sensor provided on the display device.

[0017] The communication I / F 106 is a communication interface with an external device provided in the game device 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. The information communication performed by the communication I / F 106 may be performed either wired or wireless, and in the latter case, may include, for example, short-range wireless communication or proximity wireless communication.

[0018] The payment device 120 is a device that accepts payment of the price for using the game device 100. The price can be treated as having been paid, for example, when a predetermined amount of coins or an equivalent coin is inserted into an insertion slot (not shown), or when a payment process based on communication with a chip related to predetermined electronic money is completed. When the payment device 120 detects that the price has been paid, it outputs a control signal indicating this to the control unit 101. Unless otherwise specified in the following description, when the game device 100 detects that a price has been paid while in a state where it is not being used by any player (standby state), it will switch its state to a state where it is able to provide a game play experience and start providing services to the player.

[0019] The reader 130 is a device provided in the game device 100 for acquiring information from a real object. The information acquisition method of the reader 130 can be, for example, a method of reading a code attached to the exterior of the real object using an imaging device. In another aspect, the information acquisition method of the reader 130 can be any information acquisition method, such as a method of reading information from a predetermined chip built into the real object, or a method of monitoring the input state of a predetermined switch or the conduction state of a connection terminal in the attachment portion when the real object is attached to the game device 100. The information acquired by the reader 130 is transmitted to the control unit 101 and used, for example, to control the progress of the game or the content of the services provided.

[0020] The providing device 140 is a device equipped with a function of providing real items stored in advance. The game device 100 of this embodiment is configured so that, when a predetermined condition is met, such as when service provision starts, the providing device 140 provides a predetermined number of real items under the control of the control unit 101. In one aspect, the providing device 140 can provide the real items stored in a built-in stocker in the order in which they were stored. In another aspect, the providing device 140 can provide the stored real items after performing predetermined processing. In one aspect, the real items provided by the providing device 140 can be items to which information that can be acquired by the reader 130 is attached.

[0021] In this embodiment, the hardware configuration is described as being built into the housing of the game device 100, but the implementation of the present invention is not limited to this. For example, at least one of the presentation device 110, payment device 120, reader 130, and provision device 140 may be provided outside the housing of the game device 100 and configured to be usable by being connected to the game device 100.

[0022] <<Appearance of the Game Device>> 2 shows the external configuration of game device 100 of this embodiment. As shown in the figure, game device 100 of this embodiment is provided with display unit 300 including three display panels 111, 112, and 113 as presentation device 110, and mounting unit 200 including flat panel 114. That is, display panel 111, display panel 112, display panel 113, and flat panel 114 are configured to be able to display images (screens) generated by GPU 104, and are configured to be able to change the display depending on, for example, the state of game device 100 or the progress of the game.

[0023] <Configuration of the placement section> The placing unit 200 has a flat surface (placing surface) on which a game medium can be placed. In the game device 100 of this embodiment, a player can place a game medium (actual item) on the placing surface of the placing unit 200 to play a game. In the example shown below, the game medium that can be used in the game will be described as a game card.

[0024] Each game card is associated with one of the characters that can appear in the game. By placing the game card that the player wishes to use on the placement unit 200, the character associated with that game card can appear in the game and be used. That is, in the game device 100 of this embodiment, the reader 130 is configured to be able to acquire information from the game card placed on the placement surface of the placement unit 200.

[0025] Game cards that can be used in the game device 100 have a defined front and back sides, and for example, information about a character associated with the game card may be attached as two-dimensional information (a code) to the back side. In this case, the player can cause the reader 130 to acquire the information attached to the game card by placing the game card on the placement unit 200 with the back side facing the placement surface. The reader 130 can acquire position information of the game card on the placement surface, or information about the area where the game card is placed, and information identifying the character associated with the game card, by detecting the code pattern from an image captured from the back of the placement surface, for example. Furthermore, the reader 130 can detect a movement operation of the game card by continuously detecting the position of the game card.

[0026] A plurality of placement areas are provided on the placement surface of the placement unit 200. In one aspect, the plurality of placement areas are clearly indicated by a display image 310, as shown in FIG. 3, displayed on the flat panel 114, which indicates the boundaries of each placement area. As shown in the figure, the display image 310 can show an area 320 on the placement surface as being separated into a plurality of placement areas by boundary lines 311 and 312. In the example shown in the figure, the boundary lines 311 and 312 are positioned at positions that divide the fan-shaped area 320 in the display image 310 into thirds, and define placement areas 321, 322, and 323. In other words, the placement areas do not need to be clearly indicated at all times while the game device 100 is in operation, but can be configured to be visible to the player by changing the display on the flat panel 114.

[0027] <Display Configuration> As described above, the display unit 300 is composed of three display panels 111, 112, and 113. The state of information display using the three display panels can be changed, for example, by the control unit 101 switching the drawing process that the GPU 104 performs. In the game device 100 of this embodiment, the display on the display unit 300 can be selected between a non-split state in which one game screen is displayed using all three display panels, and a split state in which each of the three display panels displays a different game screen.

[0028] To ensure a natural display in an undivided state, each display panel is configured so that no border members are provided at least at the boundary between adjacent display panels, enabling linked display. That is, at the boundary between display panel 111 and display panel 112, and at the boundary between display panel 112 and display panel 113, the display areas are configured to abut each other, enabling linked image display.

[0029] That is, the three display panels can display different screens in the split state, thereby providing the player with a variety of (up to three) depictions of the game. The three display panels can also display a single screen in the unsplit state, providing a highly immersive playing experience. Therefore, in a game executed on the game device 100 of this embodiment, the operation of the display unit 300 is switched between the split state and the unsplit state as the game progresses, thereby effectively providing excitement.

[0030] The three display panels are respectively associated with a plurality of placement areas provided on the placement unit 200. More specifically, the display panel 111 is associated with the placement area 321 shown in FIG. 3, the display panel 112 is associated with the placement area 322, and the display panel 113 is associated with the placement area 323. As will be described in detail below, due to such associations, a character associated with a game card placed in the placement area 321 appears on the game screen displayed on the display panel 111, a character associated with a game card placed in the placement area 322 appears on the game screen displayed on the display panel 112, and a character associated with a game card placed in the placement area 323 appears on the game screen displayed on the display panel 113. In other words, the positional relationship between the display panels on the display unit 300 corresponds to the positional relationship between the corresponding placement areas on the placement unit 200, and a player can intuitively understand the relationship between the display panels and the placement areas.

[0031] In addition, the three display panels are arranged so as to form a right angle with the mounting surface of the mounting section 200, and as a result, the display surfaces (display areas) of the mounting area 321 and the display panel 111, the display surfaces (display areas) of the mounting area 322 and the display panel 112, and the display surfaces (display areas) of the mounting area 323 and the display panel 113 also form a right angle.

[0032] Game Overview Below, an overview of a game in which a play experience is provided on the game device 100 of this embodiment will be described.

[0033] The game according to this embodiment is a competitive game in which a player competes against an opponent. Here, the opponent may be a real player using another game device 100 connected for communication via a network (not shown), or may be a virtual player. Here, the virtual player may be, for example, an NPC (Non-Player Character) or artificial intelligence (AI) whose behavior is determined based on a behavior program executed by the control unit 101.

[0034] The battle game includes sub-games in which characters associated with the player (hereinafter referred to as player characters) and characters associated with the opponent (hereinafter referred to as opponent characters) are divided into three regions (battle areas) and battle each other. The progress of the sub-games associated with each battle area is managed independently, and the content of three types of sub-games is presented to the player. The content of the sub-games is presented to the player using the display unit 300, which is controlled in a divided state. Therefore, the display panel 111, the display panel 112, and the display panel 113 each display a game screen of a sub-game associated with a different battle area.

[0035] The battle game of this embodiment is structured in a round system that progresses through a plurality of rounds, and the sub-game in each battle area progresses sequentially for each round. That is, for each round of the sub-game played in each battle area, the player is presented with the battle actions of the player character and the opponent character that progress in that round using the corresponding display panel. In each round, each sub-game performs control related to the progress of that round, and then stops progressing until the next round.

[0036] <Game screen> Basically, in the split state, the game screen displayed on each display panel includes a character related to the game card placed in the corresponding placement area. That is, the character related to the game card placed on the placement unit 200 is placed (appears) in the battle area corresponding to the placement area in which the game card is placed. In other words, in the split state, each of the display panels 111, 112, and 113, which display the game screen for each battle area, displays a player character related to a different game card. In addition, the game screen displayed on each display panel also displays an opponent character placed in the corresponding battle area, as shown in FIG. 4(a).

[0037] As will be described in detail later, the player characters and opponent characters placed in each battle area are a group of characters classified into the same group based on the arrangement of game cards on the placement unit 200 before the start of the round.

[0038] The three types of game screens relating to the divided state are displayed in parallel on each display panel during a round. At this time, if sub-games in different battle areas progress at the same time, it would be difficult for the player to grasp the progress of each sub-game, so the progress of each sub-game in a round is displayed at a staggered time for each battle area. In other words, the execution times of the sub-games in each battle area relating to the same round are set to be staggered so that they do not progress at the same time.

[0039] In the fighting game of this embodiment, in each round, the progress of the subgame for that round in the fighting area corresponding to the display panel 111 (hereinafter referred to as the first fighting area) is presented to the player via the display panel, then the progress of the subgame for that round in the fighting area corresponding to the display panel 112 (hereinafter referred to as the second fighting area) is presented to the player via the display panel 112, and then the progress of the subgame for that round in the fighting area corresponding to the display panel 113 (hereinafter referred to as the third fighting area) is presented to the player via the display panel 113. At this time, for fighting areas in which the progress of the subgame is not presented, the subgame is controlled to stop without progressing, and for fighting areas in which the progress of a round has been completed, the subgame is controlled to stop without progressing until the next round. In other words, the fighting game is controlled so that the progress of the round is presented sequentially in each round in the order of the subgame for the first fighting area, the subgame for the second fighting area, and the subgame for the third fighting area.

[0040] In addition, when using three display panels in a divided state, the drawing process of each game screen may be controlled so that image elements indicating boundaries are displayed at the boundaries between the display panels to clearly indicate that each panel is displaying a different game screen.

[0041] In contrast, the undivided state is used to effectively present specific events and scenarios to players as the fighting game progresses. Therefore, in the undivided state, a single game image displayed using the three display panels is displayed with the target character on at least one of display panels 111, 112, and 113, as shown in FIG. 4(b), regardless of the arrangement of the game cards on the placement unit 200.

[0042] Here, the display size of the characters on one game screen displayed in the non-split state is controlled to be larger than the display size of the characters on one game screen displayed in the split state. That is, the non-split state does not simply display the sub-game in a part of the battle area in the split state with an expanded angle of view, but the display size of the characters is enlarged to fit the expanded display area (3 screens) so that the player can enjoy the content of the sub-game with a sense of realism.

[0043] <Card Operation> During a battle game, a player can operate a game card placed on the placement unit 200 to cause a battle between a player character and an opponent character facing each other in a corresponding battle area. Here, card operations that a player can perform in a battle game include, for example, an operation to change the battle area in which a corresponding player character appears by moving a game card to change the placement area before the start of a round, and an operation to cause a player character to perform a predetermined battle action while a sub-game is being executed.

[0044] The difficulty of conquering the sub-game in each battle area may differ depending on, for example, the opponent character placed in that battle area. That is, since parameters related to the battle of the opponent character, such as stamina or attack power, can act in a direction that puts the progress of the sub-game at a disadvantage for the player, the degree to which the sub-game in that battle area progresses in an advantageous manner for the player also differs depending on the type of opponent character placed in the battle area.

[0045] Therefore, in the game of this embodiment, a player can determine, for example, before the start of the first round, which player character will be placed in which battle area by moving the game card. In other words, in a game mode in which a battle game based on a predetermined scenario is provided, for example, the player can determine the placement area in which to place each game card, assuming the opponent characters to be placed in each battle area.

[0046] Here, the number of game cards that can be placed in each placement area may be any number. That is, a player can place a predetermined number of game cards registered as items to be used before the start of a battle game, in each placement area in any ratio. That is, the number of player characters placed in each battle area during a battle game may be different.

[0047] <Improved processing efficiency> As described above, the competitive game of this embodiment is configured such that sub-games in multiple competition areas proceed in parallel and rendering processes related to the generation of three types of game screens are also performed, so the computational load of the processes for providing the competitive game play experience can be high. Therefore, the game device 100 of this embodiment performs the following control to reduce the computational load in the process related to the game card detection of the leader 130.

[0048] As described above, in each round of the fighting game, the sub-game is executed in the order of the first fighting area, the second fighting area, and the third fighting area. In this case, in the sub-game of each fighting area, only the fighting actions of the characters placed in that fighting area affect the progress of that sub-game, while the fighting actions of the characters placed in other fighting areas do not affect the progress of that sub-game. Therefore, during the period in which the sub-game of one fighting area is being executed, operation inputs are accepted only for game cards placed in the corresponding placement area, and operation inputs are not accepted for game cards placed in other placement areas. In other words, game card detection by the reader 130 can be limited to the placement area corresponding to the currently executed sub-game. Therefore, the control unit 101 controls the operation of the reader 130 so that detection processing is limited to game cards placed in the placement area corresponding to that fighting area during the execution of the sub-game of each fighting area.

[0049] Furthermore, since the process for controlling the progress of the sub-game in each battle area does not need to refer to information about characters placed in other battle areas, the control unit 101 performs a process for grouping the player character and opponent character placed in that area for each battle area. Here, grouping refers to packaging information about characters that are subject to control in the sub-game in each battle area. Grouping can reduce the scale of loop processing related to identifying characters that perform combat actions in the sub-game, characters that are affected by the combat actions, and characters that should be referenced in the progress of the sub-game and in determining the outcome of the game. In other words, the information about the grouped characters is a package of information that should be referenced in the execution of an arbitrary sub-game, and it makes it possible to configure the control of the progress of the sub-game in one battle area so that it is not necessary to refer to information about characters placed in all battle areas involved in the combat game of the current game play.

[0050] <Determining the outcome of a match> In order to ensure fairness, the outcome of a competitive game that is executed including a plurality of sub-games is determined on the condition that the conditions for ending the sub-game are met for all of the competition areas.

[0051] The end condition of the sub-game in each battle area is basically satisfied when all player characters or all opponent characters placed in that battle area are rendered unable to act by an attack action (for example, when a vitality parameter becomes 0 by an attack action). At this time, if all player characters are rendered unable to act and one opponent character is still able to act, the control unit 101 determines the battle result of the sub-game as if the player has lost. Also, if all opponent characters are rendered unable to act and one player character is still able to act, the control unit 101 determines the battle result of the sub-game as if the player has won. Also, if all player characters and the opponent characters are rendered unable to act, the control unit 101 determines the battle result of the sub-game as a draw.

[0052] In addition, the termination condition of the sub game in the battle area is also satisfied when a predetermined number of rounds have elapsed or when a predetermined battle time has elapsed. In this case, the control unit 101 determines the battle result of the sub game based on whether the player or the opponent is in the dominant position. The determination of the dominance of the sub game may be made, for example, by comparing the total value of the vitality parameters of the player character placed in the battle area at the time the termination condition is satisfied with the total value of the vitality parameters of the opponent character, and determining whichever has the larger value as the dominant position.

[0053] Therefore, in the competitive game of this embodiment, three competition areas are provided in which sub-games are played in each area, and the control unit 101 ultimately determines the player who has won the most sub-games as the winner of the competitive game.

[0054] <<Grouping Process>> In the game device 100 of this embodiment having such a configuration, the grouping process for grouping characters involved in sub-games in each battle area will be specifically described using the flowchart in Fig. 5. The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and expanding and executing it in the memory 103. Note that this grouping process will be described as being started when an end condition for a sequence for accepting changes in the placement of game cards, which is set before the start of a round, is satisfied.

[0055] In S501, the control unit 101 acquires the detection results of each game card placed on the placement unit 200.

[0056] In S502, the control unit 101 identifies the placement area on which each game card is placed based on the detection result of the game card.

[0057] In S503, the control unit 101 acquires, for each opponent character related to the opponent, information about the display panel on which the opponent character is displayed. In the grouping process of this embodiment, information about the display panel on which each opponent character is displayed is acquired, taking into consideration the possibility that the opponent is a virtual player, but the implementation of the present invention is not limited to this. The information acquired in this step may be, for example, information about the battle area in which each opponent character is placed, or information about the placement area in which the opponent, who is a real player, places a game card related to each opponent character.

[0058] In S504, the control unit 101 groups the player character and the opponent character placed in each battle area, and completes this grouping process. Specifically, the control unit 101 creates information that classifies the opponent character displayed on each display panel and the player character associated with the game card placed in the placement area associated with that display panel into the same group.

[0059] The game screen to be displayed in a divided state on each display panel is generated using information on the group of characters grouped by this grouping process, so the player can easily understand from the display on the display unit 300 which placement area each game card has been determined to be placed in.

[0060] As described above, the game device of this embodiment makes it easier for the player to understand how the placed game media should be handled in the game.

[0061] [Variation 1] In the above-described embodiment, the position of the placement area on the placement unit 200 is described as corresponding to the position on the display unit 300 of the display panel on which the game screen related to the sub game in the battle area corresponding to the placement area is displayed, so that the player can easily identify the display panel corresponding to the placement area, but the implementation of the present invention is not limited to this. For example, in an aspect in which the placement surface of the placement unit 200 and the display panel are provided adjacent to each other as shown in Fig. 6, the placement area and the display panel adjacent to the placement area can be associated with the same battle area, so that the player can intuitively identify the placement area and the corresponding display panel.

[0062] [Variation 2] In the above-described embodiment, the difficulty level of the sub-game in a battle area is described as differing depending on the opponent characters placed in that area, but the implementation of the present invention is not limited to this. For example, the difficulty level of the sub-game in each battle area in single-player mode may be changed by varying the number of opponent characters placed in that battle area.

[0063] [Variation 3] In the above-described embodiment, three display panels are connected to the display unit 300, thereby realizing a highly immersive, undivided game screen display. However, the present invention is not limited to this. For example, in an embodiment using a foldable display device, the display panels 111, 112, and 113 can be substituted by controlling the display of a single display device for each area. In other words, the display of three types of game screens in a divided state can be realized by displaying an image in which these game screens are connected together in the single display area.

[0064] In this specification, we have described an embodiment in which the display unit 300 is configured as a display device that forms three different planes as shown in Figure 2, but it goes without saying that the number of game screens displayed in parallel in the split state and the number of display panels used to configure the display in the non-split state are not limited to this.

[0065] [Variation 4] In the above-described embodiment, the game media that can be used in a battle game are game cards, but the present invention is not limited to this. Any object that has a physical presence in the real world, such as a figure or a toy, can be used as the game media.

[0066] [Summary of the embodiment] The above-described embodiment discloses at least the following game device and program.

[0067] (1) A game device having a display unit with a plurality of display areas and a placement unit on which a game medium can be placed, an execution means for executing a game in which a first type of character based on the game medium placed on the placement unit and a second type of character not based on the game medium appear; a grouping means for grouping characters appearing in the game; Equipped with It is determined which of the plurality of display areas the second type of character is to be displayed in; each of the plurality of display areas is associated with one of a plurality of placement areas provided on the placement section; The grouping means groups, for each of the plurality of display areas, the second type of character displayed in that display area with the first type of character based on the game medium placed in a placement area corresponding to that display area.

[0068] (2) a generation means for generating a game image for each of the plurality of display areas; a display control means for displaying the game image generated by the generation means on the display unit; Equipped with The game device according to (1), wherein the generating means generates, for each of the plurality of display areas, a game image including a group of characters for that display area.

[0069] (3) The placement unit includes an acquisition unit that acquires information about an operation input made through the placed game medium during execution of the game, the game includes a sub-game executed for each of the plurality of display areas; The sub games associated with the plurality of display areas are set to have different execution periods, The game device according to (1) or (2), wherein the acquisition means acquires information regarding operation inputs made via the game media placed in a placement area corresponding to the sub game during execution of the sub game, limited to the placement area corresponding to the sub game.

[0070] (4) The game device according to (3), wherein the sub-game is a battle game in which the first type of characters and the second type of characters grouped in a display area related to the sub-game battle each other.

[0071] (5) A game device as described in (4), wherein, between the sub-games executed in each of the plurality of display areas, the second type of character is set with different parameters that make the progress of the sub-game disadvantageous to the player.

[0072] (6) The game device according to (4) or (5), wherein the number of characters of the second type appearing in the sub-games executed in the respective display areas differs between the sub-games.

[0073] (7) A game device described in any one of (3) to (6), wherein the information regarding the operation input made through the game medium includes position information of the game medium placed on the placement section and information about the character associated with the game medium.

[0074] (8) The game medium is formed in a shape having a first surface and a second surface, A game device described in any one of (3) to (7), wherein the acquisition means acquires information regarding operation inputs made through the game medium, provided that the game medium is placed on the placement section with the second surface facing the placement surface of the placement section.

[0075] (9) The game device according to any one of (1) to (8), wherein the game is configured such that different numbers of the game media can be placed in each of the plurality of placement areas.

[0076] (10) A game device described in any one of (1) to (9), wherein the placement section and the display section are arranged so that the first display area and the first placement area form a right angle, and the second display area and the second placement area form a right angle.

[0077] (11) The game device described in (10), wherein the placement section and the display section are arranged so that the first display area and the first placement area are adjacent to each other and the second display area and the second placement area are adjacent to each other.

[0078] (12) A computer having a display unit with a plurality of display areas and a placement unit on which a game medium can be placed, an execution process for executing a game in which a first type of character based on the game content placed on the placement unit and a second type of character not based on the game content appear; a grouping process for grouping characters appearing in the game; A program for executing It is determined in which of the plurality of display areas the second type of character is to be displayed; each of the plurality of display areas is associated with one of a plurality of placement areas provided on the placement section; The grouping process is a program that groups, for each of the multiple display areas, the second type of character displayed in that display area with the first type of character based on the game medium placed in a placement area corresponding to that display area.

[0079] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]

[0080] 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 105: Operation I / F, 106: Communication I / F, 110: Presentation device, 111: Display panel, 112: Display panel, 113: Display panel, 114: Flat panel, 120: Payment device, 130: Reader, 140: Provision device, 200: Placement unit, 300: Display unit

Claims

1. A game device comprising a display unit having a plurality of display areas and a placement unit on which a game medium can be placed, an execution means for executing a game in which a first type of character based on the game content placed on the placement unit and a second type of character not based on the game content appear; a grouping means for grouping characters appearing in the game; Equipped with The second type of character is displayed in one of the plurality of display areas; each of the plurality of display areas is associated with one of a plurality of placement areas provided on the placement section; The grouping means groups, for each of the plurality of display areas, the second type of character displayed in that display area with the first type of character based on the game medium placed in the placement area corresponding to that display area.

2. a generation means for generating a game image for each of the plurality of display areas; a display control means for displaying the game image generated by the generation means on the display unit; Equipped with the generating means generates, for each of the plurality of display areas, a game image including a group of characters for that display area; 2. The game device according to claim 1.

3. the placement unit includes an acquisition means for acquiring information regarding an operation input made through the placed game medium during execution of the game; the game includes a sub-game executed for each of the plurality of display areas; The sub games associated with the plurality of display areas are set to have different execution periods, the acquiring means acquires, during execution of the sub game, information relating to an operation input made via the game medium placed in a placement area corresponding to the sub game, limited to the placement area.

3. The game device according to claim 1 or 2.

4. 4. The game device according to claim 3, wherein the sub game is a battle game in which the first type of characters and the second type of characters grouped in a display area related to the sub game battle each other.

5. 5. The game device according to claim 4, wherein, between the sub-games executed in each of the plurality of display areas, the second type of characters are set with different parameters that make the progress of the sub-game disadvantageous to the player.

6. The game device according to claim 4 , wherein the number of characters of the second type appearing in the sub games executed in each of the plurality of display areas differs between the sub games.

7. 4. The game device according to claim 3, wherein the information relating to the operation input made through the game medium includes position information of the game medium placed on the placement section and information of a character associated with the game medium.

8. The game medium is formed in a shape having a first surface and a second surface, the acquisition means acquires information regarding an operation input made through the game medium, on the condition that the game medium is placed on the placement section with the second surface and the placement surface of the placement section facing each other.

4. The game device according to claim 3.

9. The game device according to claim 1 , wherein the game is configured such that a different number of the game media can be placed in each of the plurality of placement areas.

10. 2. The game device according to claim 1, wherein the placement section and the display section are arranged such that a first display area and the first placement area form a right angle, and a second display area and the second placement area form a right angle.

11. The game device according to claim 10 , wherein the placement section and the display section are arranged such that the first display area and the first placement area are adjacent to each other and the second display area and the second placement area are adjacent to each other.

12. A computer having a display unit having a plurality of display areas and a placement unit on which a game medium can be placed, an execution process for executing a game in which a first type of character based on the game content placed on the placement unit and a second type of character not based on the game content appear; a grouping process for grouping characters appearing in the game; A program for executing The second type of character is displayed in one of the plurality of display areas; each of the plurality of display areas is associated with one of a plurality of placement areas provided on the placement section; The grouping process is a program that groups, for each of the multiple display areas, the second type of character displayed in that display area with the first type of character based on the game medium placed in a placement area corresponding to that display area.

Citation Information

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