Program and game device
The program and game device address one-sided strategies by managing sub-games in parallel competition areas and presenting advantageous areas, increasing gameplay enjoyment and strategic interest.
Patent Information
- Application Number
- JP2024054742
- 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
Existing games that determine outcomes based on occupying predetermined areas tend to focus on one-sided game strategies, reducing player interest with repeated play.
A program and game device that manage sub-competitive games independently for multiple competition areas, displaying them in parallel on a divided display area, and determine and present advantageous competition areas to enhance strategic gameplay.
Enhances gameplay enjoyment by introducing randomness and strategic depth through parallel sub-game management and advantageous area presentation.
Smart Images

Figure 2025152709000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device, and more particularly to an electronic game in which victory or defeat is decided after multiple competitive games. [Background technology]
[0002] There is a game in which the outcome is determined based on the result of occupying a predetermined number of areas (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-098139 Summary of the Invention [Problem to be solved by the invention]
[0004] In the game described in Patent Document 1, a control system is implemented in which the team that occupies the sub-area receives advantageous treatment in the main area, but such control tends to focus on one-sided game strategy, and similar developments may increase as the game is played repeatedly, potentially reducing the interest of the game.
[0005] An object of the present invention is to provide a program and a game device that enhance the enjoyment of game play. [Means for solving the problem]
[0006] One aspect of the present invention is a program that causes a computer connected to a display unit to execute an execution process for executing a competitive game in which a player competes against an opponent, and a display control process for displaying game images related to the competitive game on the display unit, wherein the competitive game includes sub-competitive games whose progress is managed independently for each of a plurality of competition areas provided in the competitive game, and the display control process causes displays related to a plurality of sub-competitive games that are executed in the plurality of competition areas to be displayed in parallel on the display unit by dividing the display area, and the program further causes the computer to execute a determination process for determining a competition area out of the plurality of competition areas that will give an advantage to the player or the opponent, and a presentation process for presenting area information indicating the advantageous competition area determined in the determination process before or during the execution of the competitive game. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a program and a game device that enhance the enjoyment of game play. [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] 10A and 10B are diagrams illustrating examples of presentation of advantageous areas in a fighting game according to an embodiment and a modified example of the present invention; [Figure 6] 1 is a flowchart illustrating a presentation process executed in the game device 100 according to an embodiment and a modification 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] Here, the placement of the opponent character in each battle area is determined by the opponent (a real player or a virtual player) or by the relationship with the battle area, and it goes without saying that it is determined regardless of the game card placed by the player on the placement section 200.
[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] Furthermore, when an operation to make a player character perform a fighting action (attacking action) is accepted during the execution of a sub game, the fighting action is controlled so that it acts on the opponent character placed in the fighting area where the player character related to the game card is placed, and does not act on opponent characters placed in other fighting areas. In other words, the fighting action of any player character is effective only in the sub game of the fighting area where that character is placed, and has no effect on the sub games of other fighting areas.
[0045] <Advantageous Area> From the viewpoint of increasing the interest of the battle game, it is preferable that the progress of the sub-game in the battle area is randomized rather than being predominantly controlled by the performance (parameters, etc.) or compatibility of the characters placed in the battle area. The battle game of this embodiment is configured to provide battle areas (advantageous areas) in which the player or the opponent is advantageous (or the other is disadvantageous) for one game play. For this reason, the control unit 101 performs a process of determining one area out of three battle areas as an advantageous area for each of the player and the opponent, for example, before executing the battle game.
[0046] Here, an advantageous area for a player (or opponent) is an area in which the parameters of the player character (or opponent character) appearing in that area are adjusted to a state that gives the player an advantage in the progress of the sub-game in that area. The adjustment of the advantageous area may be performed, for example, by multiplying the parameters determined for the character by a predetermined coefficient (1 or more). By providing such an advantageous area, the parameters of the placed character fluctuate, which introduces randomness into the progress of the sub-game, thereby increasing the interest of the battle game.
[0047] The advantageous area is presented to the player and opponent, for example, before the playing of the competitive game or before the start of the first round after the playing of the game. The presentation may be made by displaying on a display device or by audio. After learning the presented information about the advantageous area, the player can strategically decide in which battle area to place the player character associated with the game card they will use.
[0048] One mode of displaying advantageous areas may be, for example, a battle area list as shown in FIG. 5 on the display panel 112. In the example shown in the figure, each column of the list indicates a battle area, with the top row corresponding to the opponent and the bottom row corresponding to the player. The column arrangement of the battle areas in the list corresponds to the relative positions of the display panels or placement areas. That is, in the example shown in the figure, column 501 indicates the first battle area corresponding to the display panel 111 / placement area 321, column 502 indicates the second battle area corresponding to the display panel 112 / placement area 322, and column 503 indicates the third battle area corresponding to the display panel 113 / placement area 323. As shown in the figure, the advantageous areas set for each player and opponent are displayed with a text image that reads "advantageous." The player can use the list to check the battle areas where their player character is advantageous and the areas where their player character is disadvantageous (the battle areas where the opponent character used in the battle area is advantageous). In the example shown in the figure, the player's advantageous area is the second battle area, and the opponent's advantageous area is the third battle area.
[0049] In the list of Figure 5, an embodiment has been described in which advantageous areas are displayed with a text image of "advantageous," but it should be readily understood that the method of presenting advantageous areas in the list is not limited to this.
[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] Note that the progress of the sub game can change depending on the character placed in the battle area, the battle action taken by that character, or whether or not that battle area is an advantageous area, so the battle time of the sub game is managed for each battle area. That is, which battle area is more important can differ depending on the player, and it would be unfair to the player to have the win / loss in all battle areas determined by the elapse of one type of battle time, so the control unit 101 measures the battle time of the sub game for each battle area. The battle time of the sub game in each battle area is notified to the player, for example, by displaying the remaining time on the game screen corresponding to that battle area.
[0054] 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.
[0055] <<Presentation Process>> In the game device 100 of this embodiment having such a configuration, a presentation process for presenting to a player an advantageous area related to a competitive game for which a current play experience is provided will be specifically described using the flowchart in Fig. 6. 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 the program in the memory 103. Note that this presentation process will be described as being started in conjunction with the start of processing related to the first round of a competitive game, for example.
[0056] In S601, the control unit 101 determines an advantageous area for the player for the competitive game for which the current play experience is being provided. In determining the advantageous area, the control unit 101 performs a lottery process to select one of, for example, three competition areas. In this embodiment, assuming a case in which the competitive game is used for single-player play, the control unit 101 of the game device 100 for which the play experience is being provided determines the advantageous area, but the implementation of the present invention is not limited to this. For example, in a mode in which a competitive game is played with a real player using another game device 100 via an external game server, information about the advantageous area can be obtained from the game server, and the control unit 101 can select the competition area to be displayed as the advantageous area based on the information.
[0057] In S602, the control unit 101 determines an advantageous area for the opponent in the competitive game for which a current play experience is provided.
[0058] In S603, the control unit 101 completes this presentation process by having the presentation device 110 present the advantageous areas based on the information on the advantageous areas of the player and opponent determined in S601 and S602. Here, the presentation of the advantageous areas may be performed by displaying a list of battle areas as shown in Fig. 5 on at least one of the display panels 111 to 113 and the flat panel 114, or by outputting sound notifying the player of the relevant battle area from the audio output device.
[0059] As described above, according to the game device of this embodiment, advantageous areas determined for each game play are presented to the player, providing a more strategic competitive gameplay experience, thereby increasing the enjoyment of gameplay.
[0060] [Variation 1] In the above-described embodiment, the progress of the subgame in each round of the battle game is displayed to the player in the order of the first battle area → the second battle area → the third battle area, but the implementation of the present invention is not limited to this. The order in which the progress of the subgame in the battle area is displayed may be another fixed order, or may not be a fixed order and may be determined each time by the control unit 101 through a lottery process. In addition, the order in which the progress of the subgame in the battle area is displayed may be determined by the control unit 101 based on an execution order request that specifies the execution order from the player and the opponent, by receiving the execution order request.
[0061] [Variation 2] In the above-described embodiment, an advantageous area determined before the start of the first round is used throughout the competitive game, but the present invention is not limited to this. For example, an advantageous area may be determined for each round and presented to the player. In this case, the competitive game may be configured so that the placement area of the game cards can be changed for each round. This allows players to devise strategies each time based on the advantageous area determined for each round, thereby providing a more varied playing experience.
[0062] [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.
[0063] 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.
[0064] [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.
[0065] [Summary of the embodiment] The above embodiment discloses at least the following program and game device.
[0066] (1) On the computer connected to the display unit, an execution process for executing a competitive game in which a player competes against an opponent; a display control process for displaying a game image related to the competitive game on the display unit; A program for executing the fighting game includes a sub-fighting game in which progress is managed independently for each of a plurality of fighting areas provided in the fighting game, the display control process causes the display unit to display displays relating to the plurality of sub-competition games executed in the plurality of competition areas in parallel in separate display areas; The program a determination process for determining a battle area from among the plurality of battle areas in which the player or the opponent has an advantage; a presentation process for presenting area information indicating the advantageous battle area determined in the determination process before or during execution of the battle game; The program further causes the computer to execute the following.
[0067] (2) The program described in (1), wherein the presentation of the area information by the presentation process is performed by displaying the information within a display area relating to the corresponding battle area displayed on the display unit.
[0068] (3) The program described in (2), wherein the presentation of the area information by the presentation process is performed by displaying a character string image indicating whether the player or the opponent will have an advantage within the display area relating to the corresponding battle area displayed on the display unit.
[0069] (4) A program described in any one of (1) to (3), wherein the display control process displays a first display area relating to a first battle area and a second display area relating to a second battle area adjacent to each other on the display unit.
[0070] (5) The program according to (4), wherein the display control process further displays an image element indicating a boundary between the first display area and the second display area.
[0071] (6) The computer further includes a placement unit on which a game medium can be placed, The program according to (4) or (5), wherein the placement unit is provided with a first placement area associated with the first battle area and a second placement area associated with the second battle area.
[0072] (7) A character is associated with the game medium; The execution process includes: placing a first character associated with the game content placed in the first placement area in the first battle area as a character associated with the player; placing a second character associated with the game medium placed in the second placement area in the second battle area as a character associated with the player; The display control process includes: displaying the first character in the first display area; The program according to (6), wherein the second character is displayed in the second display area.
[0073] (8) The program according to (7), wherein the execution process places an opponent character associated with an opponent in each of the plurality of battle areas.
[0074] (9) The placement unit includes a detection unit for detecting an operation on the placed game medium, The execution process includes: In response to an operation on the game medium placed in the first placement area, control is performed so that the first character placed in the first battle area and a first opponent character battle in a sub-battle game related to the first battle area; The program described in (8) controls the second character placed in the second battle area and the second opponent character to compete in a sub-battle game related to the second battle area in accordance with operations on the game medium placed in the second placement area.
[0075] (10) The execution process is In response to an operation on the game medium placed in the first placement area, control is performed so that the first character and the second opponent character do not compete in the sub-competition game related to the first competition area; The program described in (9) controls the second character and the first opponent character to compete in a sub-battle game related to the second battle area in accordance with operations performed on the game medium placed in the second placement area.
[0076] (11) The program described in any one of (4) to (10), wherein the execution process controls to execute a sub-competition game related to the second battle area after executing a sub-competition game related to the first battle area.
[0077] (12) The program further causes the computer to execute a determination process for determining an order of execution of the sub-competition games related to the plurality of competition areas; The program described in any one of (4) to (10), wherein the execution process controls the execution timing of the sub-battle game related to the first battle area and the sub-battle game related to the second battle area based on the execution order determined in the determination process.
[0078] (13) The program according to (12), wherein the determination process determines the order of execution of the sub-competition games related to the plurality of competition areas by lottery processing.
[0079] (14) The program further causes the computer to execute a process of receiving an execution order request that specifies an execution order of the sub-competition games related to the plurality of competition areas; The program described in (12), wherein the determination process determines the execution order of the sub-competition games related to the plurality of competition areas based on the execution order request accepted for the player and the execution order request accepted for the opponent.
[0080] (15) The execution process manages a battle time of the sub battle game for each of the plurality of battle areas; The program according to any one of (1) to (14), wherein the display control process displays a battle time for each of the plurality of battle areas.
[0081] (16) A game device connected to a display unit, an execution means for executing a competitive game in which a player competes against an opponent; a display control means for displaying a game image relating to the competitive game on the display unit; Equipped with the fighting game includes a sub-fighting game in which progress is managed independently for each of a plurality of fighting areas provided in the fighting game, the display control means causes the display unit to display displays relating to the plurality of sub-competition games being executed in the plurality of competition areas in separate display areas in parallel; The game device includes: a determination means for determining a battle area from among the plurality of battle areas in which the player or the opponent has an advantage; a presentation means for presenting area information indicating the advantageous battle area determined by the determination means before or during execution of the battle game; The game device further comprises:
[0082] [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]
[0083] 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. The computer connected to the display an execution process for executing a competitive game in which a player competes against an opponent; a display control process for displaying a game image related to the competitive game on the display unit; A program for executing the fighting game includes a sub-fighting game in which progress is managed independently for each of a plurality of fighting areas provided in the fighting game, the display control process causes the display unit to display displays relating to the plurality of sub-competition games executed in the plurality of competition areas in parallel in separate display areas; The program a determination process for determining a battle area from among the plurality of battle areas in which the player or the opponent has an advantage; a presentation process for presenting area information indicating the advantageous battle area determined in the determination process before or during execution of the battle game; The program further causes the computer to execute the following.
2. 2. The program according to claim 1, wherein the presentation of the area information by the presentation process is performed by displaying the information in a display region related to the corresponding battle area displayed on the display unit.
3. 3. The program according to claim 2, wherein the presentation of the area information by the presentation process is performed by displaying a character string image indicating whether the player or the opponent will have an advantage within a display region relating to the corresponding battle area displayed on the display unit.
4. 4. The program according to claim 1, wherein the display control process causes the display unit to display a first display area corresponding to a first battle area and a second display area corresponding to a second battle area adjacent to each other.
5. The program according to claim 4 , wherein the display control process further displays an image element indicating a boundary between the first display area and the second display area.
6. The computer further includes a placement unit on which a game medium can be placed, The placement section is provided with a first placement area corresponding to the first fighting area and a second placement area corresponding to the second fighting area. The program according to claim 4.
7. A character is associated with the game medium, The execution process includes: placing a first character associated with the game content placed in the first placement area in the first battle area as a character associated with the player; placing a second character associated with the game content placed in the second placement area in the second battle area as a character associated with the player; The display control process includes: displaying the first character in the first display area; displaying the second character in the second display area; The program according to claim 6.
8. The program according to claim 7 , wherein the execution process places an opponent character associated with an opponent in each of the plurality of battle areas.
9. the placement unit includes a detection means for detecting an operation on the placed game medium, The execution process includes: In response to an operation on the game medium placed in the first placement area, control is performed so that the first character placed in the first battle area and a first opponent character battle in a sub-battle game related to the first battle area; In response to an operation on the game medium placed in the second placement area, control is performed so that the second character placed in the second battle area and a second opponent character battle in a sub-battle game related to the second battle area. The program according to claim 8.
10. The execution process includes: In response to an operation on the game medium placed in the first placement area, control is performed so that the first character and the second opponent character do not compete in the sub-competition game related to the first competition area; In response to an operation on the game medium placed in the second placement area, control is performed so that the second character and the first opponent character compete in a sub-competition game related to the second competition area. The program according to claim 9.
11. 5. The program according to claim 4, wherein the execution process controls execution of a sub-battle game related to the second battle area after execution of a sub-battle game related to the first battle area.
12. the program further causes the computer to execute a determination process for determining an order in which sub-competition games are to be played in the plurality of competition areas; the execution process controls execution times of the sub-match game related to the first battle area and the sub-match game related to the second battle area based on the execution order determined in the determination process; The program according to claim 4.
13. The program according to claim 12 , wherein the determination process determines the order of execution of the sub-competition games related to the plurality of competition areas by lottery processing.
14. the program further causes the computer to execute a process of receiving an execution order request that specifies an execution order of the sub-competition games related to the plurality of competition areas; the determination process determines an execution order of the sub-competition games related to the plurality of competition areas based on the execution order request associated with the player and accepted and the execution order request associated with the opponent and accepted. The program according to claim 12.
15. the execution process manages a battle time of the sub battle game for each of the plurality of battle areas; the display control process displays a battle time for each of the plurality of battle areas; The program according to claim 1.
16. A game device connected to a display unit, an execution means for executing a competitive game in which a player competes against an opponent; a display control means for displaying a game image relating to the competitive game on the display unit; Equipped with the fighting game includes a sub-fighting game in which progress is managed independently for each of a plurality of fighting areas provided in the fighting game, the display control means causes the display unit to display displays relating to the plurality of sub-competition games being executed in the plurality of competition areas in separate display areas in parallel; The game device includes: a determination means for determining a battle area from among the plurality of battle areas in which the player or the opponent has an advantage; a presentation means for presenting area information indicating the advantageous battle area determined by the determination means before or during execution of the battle game; The game device further comprises:
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