Game system, game program, game device, and information processing method
Patent Information
- Application Number
- JP2025165666
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-01
- Publication Date
- 2026-01-13
AI Technical Summary
Conventional games lack the ability to perform lotteries with consistent winning probabilities and provide limited options for users to acquire game media, and existing information processing methods restrict the timing of conducting different types of lotteries.
A game system that allows users to associate gaming media through predetermined rules and lotteries with different rules, enabling acceptance of instructions for both types of media acquisition, including a first process based on user input and a second process through lottery, with flexible instruction acceptance based on the outcome of the first process.
Increases user options for acquiring game media by allowing flexible instruction acceptance and varying lottery processes, enhancing game engagement and media acquisition opportunities.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a game program, a game device, and an information processing method that provide a game that is progressed using game media and allows users to acquire the game media through a lottery. [Background technology]
[0002] Patent document 1 describes a game program that, after a first-type game medium is won, when a lottery for game media is held from the next time onwards, changes the probability of winning a second-type game medium that is suitable for the first-type game medium and is different from the first-type game medium, depending on parameters possessed by the won first-type game medium.
[0003] Patent document 2 describes an information processing method in which, when a user is instructed to conduct a lottery that combines a first type of lottery and a second type of lottery that is different from the first type, a lottery process is executed to conduct a lottery that is different from a lottery that is executed when the user is instructed to conduct the first type of lottery and the second type of lottery separately. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 7079406 (published on January 27, 2022) [Patent Document 2] JP 2021-027888 A (Published February 25, 2021) Summary of the Invention [Problem to be solved by the invention]
[0005] However, in conventional games executed by game programs such as those described in Patent Document 1, it is not possible to perform a lottery with the same winning probability as the previous time, and the user has fewer options for acquiring game media.
[0006] Furthermore, in a game using the information processing method described in Patent Document 2, it is not possible to hold a second type of lottery before a different type of lottery is drawn, and the user has fewer options for acquiring game media.
[0007] One aspect of the present invention aims to increase the options for a user to obtain game media in a game in which the user obtains game media and progresses using the game media. [Means for solving the problem]
[0008] In order to solve the above problem, a game system according to one embodiment of the present invention includes a first processing unit that, in response to receiving a first instruction from a user, performs a first process of associating a gaming medium identified from among a plurality of gaming media based on predetermined rules with the user; a second processing unit that, in response to receiving a second instruction from the user, performs a lottery process of identifying a gaming medium from among a plurality of gaming media by lottery, where the rules followed when conducting the lottery are different from the predetermined rules, and associates the gaming medium identified by the lottery process with the user; a second processing control unit that enables the second instruction to be accepted if the gaming medium identified in the first process is the predetermined gaming medium; and a first processing control unit that enables the first instruction to be accepted both while the second instruction can be accepted and while the second instruction cannot be accepted.
[0009] In addition, a game program according to one embodiment of the present invention causes a computer to execute the following steps: a first process for associating a gaming medium identified from among a plurality of gaming media based on a predetermined rule with the user in response to receiving a first instruction from the user; a second process for associating a gaming medium identified by a lottery process for identifying a gaming medium from among a plurality of gaming media by lottery, wherein the lottery process follows rules different from the predetermined rule, with the user in response to receiving a second instruction from the user; a step for enabling acceptance of the second instruction if the gaming medium identified in the first process is a predetermined gaming medium; and a step for enabling acceptance of the first instruction both while the second instruction can be accepted and while the second instruction cannot be accepted.
[0010] In addition, a gaming device according to one embodiment of the present invention includes a first processing unit that, in response to receiving a first instruction from a user, performs a first process of associating a gaming medium identified from a plurality of gaming media based on a predetermined rule with the user; a second processing unit that, in response to receiving a second instruction from the user, performs a lottery process of identifying a gaming medium from a plurality of gaming media by lottery, where the lottery process follows rules different from the predetermined rules, and associates the gaming medium identified by the lottery process with the user; a second processing control unit that enables the second instruction to be accepted if the gaming medium identified in the first process is the predetermined gaming medium; and a first processing control unit that enables the first instruction to be accepted both while the second instruction can be accepted and while the second instruction cannot be accepted.
[0011] In addition, an information processing method according to one embodiment of the present invention is an information processing method executed by one or more computers, and includes the steps of: performing a first process of associating a gaming medium identified from a plurality of gaming media with the user based on a predetermined rule in response to receiving a first instruction from the user; performing a second process of associating a gaming medium identified by a lottery process of identifying a gaming medium from a plurality of gaming media by lottery in response to receiving a second instruction from the user, the lottery process being a process in which rules followed when conducting the lottery are different from the predetermined rules, with the user; enabling acceptance of the second instruction if the gaming medium identified in the first process is a predetermined gaming medium; and enabling acceptance of the first instruction both while the second instruction can be accepted and while the second instruction cannot be accepted. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Figure 3] FIG. 2 is a diagram schematically illustrating an example of a game screen. [Figure 4] FIG. 4 is a diagram showing an example of a procedure for progressing the competitive game in the example of FIG. 3. [Figure 5] FIG. 10 is an explanatory diagram for explaining the details of the placement of each card in the main phase. [Figure 6] 10 is a flowchart illustrating an example of a procedure for a card placement process. [Figure 7] 10A and 10B are diagrams for explaining the lottery objects to be selected in the lottery mode. [Figure 8] FIG. 10 is a sequence diagram showing the operation of the game system in a lottery mode. [Figure 9] FIG. 2 is a diagram schematically illustrating an example of a game screen. [Figure 10] FIG. 2 is a diagram schematically illustrating an example of a game screen. [Figure 11]FIG. 2 is a diagram schematically illustrating an example of a game screen. [Figure 12] 10A and 10B are diagrams for explaining the lottery objects to be selected in the lottery mode. [Figure 13] 10A and 10B are diagrams for explaining the lottery objects to be selected in the lottery mode. DETAILED DESCRIPTION OF THE INVENTION
[0013] An example of a game system according to an embodiment of the present invention will be described below. First, the overall configuration of the game system according to an embodiment of the present invention will be described with reference to FIG. 1. The game system 1 includes a center server 10. Note that the center server 10 may be configured as a single logical server device by combining multiple server units as computer devices. Alternatively, the center server 10 may be configured logically using cloud computing.
[0014] A game machine 30 is connected to the center server 10 via a network 20. As the game machine 30, an appropriate game device such as a commercial (business) game machine (a so-called arcade game machine) may be used, but in the example of FIG. 1, a user terminal device is used. The user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. As the user terminal device, various computer devices that can be connected to a network and are provided for personal use by a user may be used, such as a stationary or notebook personal computer, a stationary home game console, a portable game console, or a portable tablet terminal device, but in the example of FIG. 1, a smartphone (mobile phone) is used.
[0015] By installing various types of computer software, the smartphone can allow users to enjoy various services provided by the center server 10. The smartphone also functions as a game machine 30 that provides games by installing game applications (hereinafter, sometimes referred to as game apps) as such software. Through such game apps, the smartphone can provide appropriate games such as action games, role-playing games, shooting games, simulation games, timing games (music games), and the like.
[0016] In this embodiment, a game provided by the game machine 30 is described as a competitive game. The competitive game of this embodiment includes a competitive mode in which a battle is conducted using gaming media such as cards, and a lottery mode in which gaming media such as cards are identified through a lottery process. The processing method for transitioning between the competitive mode and the lottery mode is not particularly limited. For example, a screen capable of accepting an instruction to select a mode may be displayed, and the selected mode may be executed in response to the instruction to select a mode.
[0017] First, the battle mode will be described. In the battle mode, the game machine 30 provides a battle mode in which multiple users (hereinafter, users playing a battle game may be referred to as players) can play using various game media displayed on the game screen. The battle mode may be played for a fee (including both cases where a predetermined range of play is provided in exchange for a predetermined fee, or where part of the battle game, such as the purchase of an item or a specific development, is played in exchange for a predetermined fee), or may be played free of charge (including cases where a fee is charged for downloading a game app).
[0018] In the battle mode, a battle may be realized appropriately via game media. For example, when a game screen includes multiple placement area groups corresponding to multiple users (including cases where a computer, such as a so-called NPC, functions as the opponent user), a battle between multiple users is realized via game media placed in each placement area group from among a group of game media prepared for each user that includes multiple types of game media and that are created for each user as candidates to be placed in each placement area group. Here, "game media" refers to in-game media used to progress through the game. These game media include cards used in the battle mode, various other items, in-game value, etc. "In-game value" refers to, for example, in-game currency, points for exchange for items, etc. Furthermore, various virtual media such as cars, animals, or appropriate figures (all of which are virtual and electronically displayed on the game screen) may be used as such game media. As an example, cards (also virtual cards, which are also electronically displayed) are used. In this case, the battle mode is configured as a card game, and a deck containing multiple types of cards (a group of cards sometimes called a pile) and a hand of cards drawn from the deck are used as the group of game media and the group of hand-held game media, respectively. Specifically, in the battle mode, each user forms a hand of cards by drawing from a deck prepared for each player, and cards to be placed on the field (a game field including multiple groups of placement areas) are selected from the hand. Then, a battle is realized using each user's cards placed on the field. Details of the battle mode will be described further below.
[0019] The network 20 may be configured appropriately as long as it can connect the game consoles 30 to the center server 10. As an example, the network 20 is configured to realize network communication using the TCP / IP protocol. Typically, the network 20 is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the center server 10 is connected to the network 20 via a router 21, and the smartphones as the game consoles 30 are connected to the network 20 via an access point 22. Note that the network 20 is not limited to a configuration that uses the TCP / IP protocol. The network 20 may be configured in various ways using the UDP / IP protocol, a wired communication line, a wireless line (including infrared communication, short-range wireless communication, etc.), or the like.
[0020] The center server 10 provides various web services to users of the game consoles 30 via the network 20. When the game consoles 30 provide a game via a game app, the web services provide various services related to the game. Such services may include, for example, a service that executes various processes related to the game and transmits the results of the processes. In addition, the web services may include other services such as a distribution service that distributes various data or software such as a game app to each game console 30 (including updates to data, etc.), a community service that provides a forum for users to communicate, such as disseminate, exchange, and share information, and a service that assigns a user ID to identify each user.
[0021] Next, the main parts of the control system of the game system 1 will be described with reference to FIG. 2. First, the center server 10 is provided with a control unit 110 and a storage unit 120. The control unit 110 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operational control according to a predetermined computer program, with an internal memory and other peripheral devices required for its operation. The control unit 110 is connected to a storage unit 120. The storage unit 120 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 120 may be configured to store all data on a single storage unit, or may be configured to store data in a distributed manner across multiple storage units.
[0022] The storage unit 120 stores a server program PG1 as an example of a computer program that causes the control unit 110 to execute various processes necessary to provide Web services. The storage unit 120 also stores server data SD that is referenced in conjunction with the execution of the server program PG1. The server data SD may include various data necessary to provide Web services, and the example in FIG. 2 shows play data PD and card data CD. The server data SD may also include, for example, ID data for managing various IDs such as a user ID, or game data GD (all or an appropriate portion) described below, as appropriate. The storage unit 120 also stores a lottery table T for conducting a lottery, as described below. The lottery table T stored in the storage unit 120 may include, for example, a table showing the winning probability of each card C to be selected, or a table showing the number of each card C. The storage unit 120 may store one type of lottery table T or multiple types of lottery tables T. For example, the storage unit 120 may store a plurality of types of lottery tables T with different types, winning probabilities, and numbers of cards C to be selected.
[0023] The play data PD is data for managing various achievements in the battle mode for each user. The play data PD may include appropriate information on the various achievements, such as the date and time of play, the play time, owned cards (including information on the decks if multiple decks can be set for each player), or various other owned items (including values, such as points, if various values are provided in the game). The play data PD is used to carry over such achievements (information unique to each user) to subsequent plays. The card data CD is data for managing various information related to cards used in the battle game. The card data CD may contain appropriate information, and, as an example, information on various parameters defining each card is described for each card (e.g., for each card type). Such parameter information may include information on the type of each card, various effects (functions) that the card may exert in the game, and the like.
[0024] The control unit 110 is also provided with a Web service management unit 111 and a lottery unit 112 as logical devices realized by combining the hardware resources of the control unit 110 with the server program PG1 as a software resource. The Web service management unit 111 executes various processes for realizing the above-mentioned Web services. Note that input devices such as a keyboard, output devices such as a monitor, etc. may be connected to the control unit 110 as needed. However, these are not shown in the figures. Note that the lottery unit 112 will be described in detail later.
[0025] Meanwhile, the game machine 30 is provided with a control unit 310 and a storage unit 320. The control unit 310 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operational control in accordance with a predetermined computer program, with an internal memory and other peripheral devices required for its operation. The control unit 310 is provided with a progress control unit 311, a data management unit 312, and a lottery control unit 313, which are logical devices realized by combining the hardware resources of the control unit 310 with the game program PG2, which is a software resource. The lottery control unit 313 will be described in detail later.
[0026] The progress control unit 311 and the data management unit 312 share the responsibility of executing various processes required to provide the fighting game. Such processes may include processes required to enjoy Web services. Specifically, the data management unit 312 executes various processes required to manage data recorded in the storage unit 320, among the various processes required to provide the fighting game.
[0027] The progress control unit 311 executes various processes necessary for the progression of the battle mode, among the various processes necessary for providing a battle game. For example, the progress control unit 311 executes processes for progressing the game using game media. Specifically, the progress control unit 311 may execute processes such as presenting a group of placement areas (field) on the game screen, sorting cards into decks, or placing cards on the field. Furthermore, the process for progressing the game by the progress control unit 311 may include processes for progressing the game using multiple of the same game media. For example, this may include using multiple of the same game media, such as cards, to play against other users and / or computer-controlled opponents, consuming multiple of the same game media to associate other game media with the user (e.g., exchanging multiple cards for other cards), or stocking more game media, such as consumable items, than the number of game media consumed at one time. In this embodiment, when multiple of the same game media are used, while the second instruction is available as described below, the present invention can provide the user with an opportunity to acquire additional predetermined game media, such as a key card KC, by executing a lottery process in the second process, thereby increasing the options for acquiring game media. The progress control unit 311 executes, for example, a card placement process and a card dealing process as part of the process of progressing the game using such game media. The card placement process is a process for placing cards from the hand in the placement area group. On the other hand, the card dealing process is a process for dealing cards from the deck as the hand (achieving a draw from the deck to the hand). The details of the procedures for the card placement process and the card dealing process will be described later.
[0028] A storage unit 320 is connected to the control unit 310. The storage unit 320 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. The storage unit 320 stores the game program PG2 described above, as well as game data GD that is referenced when the program is executed. The game data GD may include various data necessary for providing the game, and the example in FIG. 2 shows play data PD and card data CD. The play data PD and card data CD are provided by the center server 10 via a distribution service or the like so that they include the necessary portions (the same applies if other game data is managed by the center server 10). The game data GD may also include various other game data, such as image data for displaying various images for a competitive game, background music data for playing various background music, or the above-mentioned ID data, as appropriate.
[0029] The game machine 30 is also provided with various input devices and output devices necessary for providing a competitive game. In the example of FIG. 2, a touch panel 350 is provided as the input device, and a speaker 340 and a monitor 330 are provided as output devices, all of which are connected to the control unit 310. The touch panel 350 is a well-known input device that outputs (inputs) signals corresponding to a user's touch operation (operation of touching with a finger) to the control unit 310. The touch panel 350 is disposed on the monitor 330 so that touch operations are performed at various positions forming the game screen. The speaker 340 is a well-known output device for reproducing audio, and the monitor 330 is a well-known display device for presenting (displaying) the game screen to the user. The speaker 340 and the monitor 330 are controlled by output signals output from the control unit 310. In addition to these, various other input devices and output devices, such as a camera or an appropriate communication device, may be connected to the control unit 310 as needed. However, these are not shown in the drawings.
[0030] Next, the battle mode (card game) will be described in detail with reference to FIGS. 3 to 5. FIG. 3 is a diagram schematically illustrating an example of a game screen displayed on the monitor 330 to provide the battle mode. The battle mode may be played as a battle between any number of players, but the example in FIG. 3 illustrates a case in which the game is played as a battle between two players. In the battle mode, the winner may be determined as appropriate, but the example in FIG. 3 illustrates a case in which the player whose life points, set for each player, reach zero is determined to be the loser. In this case, as shown in FIG. 3, the game screen 50 includes two game fields GF1 and GF2, two hand areas HR1 and HR2, and two life display areas LR1 and LR2. These two game fields GF1 and GF2, the two hand areas HR1 and HR2, and the two life display areas LR1 and LR2 are set to correspond to the two players, respectively.
[0031] Specifically, the two players are associated with the top and bottom ends of the game screen 50, respectively. For example, of the two players, the first player is associated with the bottom end, and the second player is associated with the top end. In this case, of the two game fields GF1, GF2, the two hand areas HR1, HR2, and the two life display areas LR1, LR2, the first game field GF1, the first hand area HR1, and the first life display area LR1, all located on the bottom, are set as the areas corresponding to the first player. Similarly, the second game field GF2, the second hand area HR2, and the second life display area LR2, all located on the top, are set as the areas corresponding to the second player, respectively.
[0032] The game screen 50 may include areas for the first player (the lower half of the game screen 50) and an area for the second player (the upper half of the game screen 50) as appropriate. For example, the game screen 50 for the first player may display only the areas for the first player (the lower half of the game screen 50), and the game screen 50 for the second player may display only the areas for the second player (the upper half of the game screen 50). In other words, the game screen 50 may be configured to display or omit the areas of the opponents as appropriate, but in the example of FIG. 3, it is configured to include areas for both players. The areas for the first player will be described below, but the areas for the second player also have the same function (role) as the areas for the first player. Furthermore, the game field GF may represent the first game field GF1 and the second game field GF2, the hand area HR may represent the first hand area HR1 and the second hand area HR2, and the life display area LR may represent the first life display area LR1 and the second life display area LR2, respectively.
[0033] The first hand area HR1 is an area where the first player's hand is displayed. The first hand area HR1 can display any number of cards, but in the example of FIG. 3, five cards C are displayed as the hand. That is, the five cards C form a card group CG as the hand. The cards C as the hand may be displayed face down or face up as appropriate in the first hand area HR1, but as an example, they are displayed face up. Meanwhile, the second hand area HR2 displays the cards C as the hand face down. That is, the player's hand is displayed face up so that its contents can be seen, and the opponent's hand is displayed face down so that its contents cannot be seen, similar to a card game using physical cards. The number of cards C forming the card group CG (hand) may change as the game progresses, and the cards C as the hand are displayed in the first hand area HR1 as appropriate depending on the number. The hand area HR may be explicitly displayed, but as an example, an indication of its extent is omitted. In this example, the card group CG in the first hand area HR1 functions as the hand game media group of the present invention.
[0034] The first life display area LR1 is an area for displaying the remaining amount of life points set for the first player. Any appropriate value may be set for each player as life points, but in the example of FIG. 3, all players are set to an initial value of "8000" life points at the start. Life points are a value used to determine victory or defeat. Victory or defeat may be determined appropriately based on these life points, but as an example, when the life points reach zero, the player whose life points reach zero is determined to be the loser (in other words, the player who reduced the opponent's life points to zero is the winner). In this example, life points function as the victory or defeat value of the present invention.
[0035] On the other hand, the first game field GF1 is an area that functions as a field where cards C should be placed. The first game field GF1 may be configured as appropriate so that cards C can be placed as appropriate, but in the example of FIG. 3, it is configured as a group of placement areas that respectively indicate the positions where each card C should be placed. Specifically, the first game field GF1 includes a deck area DR, a monster area MR, a first magic area M1, a used area SR, a second magic area M2, and a support area ER as the group of placement areas. All of these function as placement areas where each card should be placed. Although each of these placement areas does not need to be explicitly displayed, as an example, they are explicitly displayed so as to be distinguishable from one another. In this example, the first game field GF1 functions as a group of placement areas, and the first game field GF1 and the second game field GF2 function as multiple placement area groups.
[0036] For example, the deck area DR is an area where a group of cards constituting a deck (a so-called pile) should be placed. A predetermined number of cards from the multiple cards C owned by each player is set as a deck and placed in the deck area DR. The predetermined number may be set as appropriate, such as a uniform fixed number, but is set within a range of 40 to 60 cards, for example. A player sets any number of cards (group of cards) between 40 and 60 as a deck. The number of cards in a deck (remaining number) is related to the victory conditions described below and may affect the outcome of the game. On the other hand, if the deck has a large number of cards, the likelihood of drawing a desired card C from the deck as a hand decreases. For this reason, a player sets the number of cards in the deck taking these factors into consideration. A deck may be configured as appropriate, such as by randomly selecting a specified number of cards from a group of cards owned by a player, but is configured, for example, by cards individually selected by the player. In other words, a player sets a deck by individually selecting any number of cards between 40 and 60 from their owned cards.
[0037] A deck generally includes multiple types of cards C. The types of cards C may include various types of cards C as appropriate, and include, for example, monster cards, magic cards, and trap cards. Monster cards are cards corresponding to monsters (characters) and are cards that attack the opponent's monster cards to reduce the opponent's life points. Specifically, various parameters are set for each monster to define it, including, for example, attack power and defense power. Attacks on the opponent are realized through such monsters. That is, each player attacks the opponent's monsters (monster cards) or defends against attacks from the opponent's monsters through the monsters of their monster cards. The attacking monster and the target monster (attack target) may be set as appropriate, and, for example, both are designated by the player. Furthermore, attacks by such monsters may be reflected appropriately in the opponent's life points, but as an example, the difference between the defensive power of the monster being attacked and the offensive power of the monster launching the attack is reflected as a subtraction from the life points. Similarly, if the value obtained by subtracting the defensive power of the attacked monster from the attacking parameters is a negative value, such as the value obtained by subtracting the defensive power of the attacked monster from the offensive power of the attacking monster, this negative value may also be reflected appropriately in the life points, but as an example, this negative value is reflected as a subtraction from the attacking monster's life points.
[0038] Magic cards and trap cards are cards that aid in monster battles through various effects. For example, these cards C have the effect of strengthening monster attacks or reducing attacks from monsters. Magic cards and trap cards may be distinguished as appropriate based on the content of their effects or the timing of their activation. For example, trap cards are cards C that produce their effects based on the opponent's actions (e.g., when the opponent places a monster card on the game field GF through summoning, as described below). On the other hand, magic cards are cards C that have a wider variety of conditions and effects. For example, magic cards have the effect of increasing the offensive or defensive power of allied monsters or decreasing the offensive power of the opponent's monsters. Magic cards also include cards C that produce effects on the game field GF continuously for a predetermined period of time. Such magic cards that produce continuous effects are sometimes called field magic cards. In this example, monster cards function as attacking game media of the present invention. Magic cards or trap cards function as auxiliary game media of the present invention.
[0039] The monster area MR is an area where monster cards, among various cards C, should be placed. In other words, cards C placed in the monster area MR are limited to monster cards. Furthermore, monster cards may be placed as desired in the monster area MR, but, for example, they are placed so that face-up and face-down cards are distinguished. Specifically, when a monster card is placed face-up in the monster area MR, the corresponding monster is revealed to the opponent, the second player. This disclosure may be realized as desired, but, for example, is realized by materializing the monster in the first game field GF1. For this reason, a face-up placement is sometimes called a "summon" (a term corresponding to the materialization of a monster) to distinguish it from a face-down placement. On the other hand, when a monster card is placed face-down in the monster area MR, the monster is concealed from the opponent. This concealment may be canceled as desired, but, for example, it is canceled when the monster is designated as an attack target by the opponent. Any number of monster regions MR may be provided in the first game field GF1, but in the example of FIG. 3, three monster regions MR are provided.
[0040] Furthermore, placing monster cards in the monster area MR is not limited to face-up or face-down, and may include various other placement methods, such as horizontal or vertical placement. Such placement methods may appropriately affect the development of the game, such as the use of the monster's attack power and other parameters. For example, a monster may be assigned an attack power for vertical placement and an attack power for horizontal placement, and these attack powers may be used appropriately depending on how the monster card is placed in the monster area MR. Specifically, for example, if a monster card is placed vertically in the monster area MR, the attack power for vertical placement may be used as a defensive power against attacks from the opponent's monster, and if the monster card is placed horizontally, the attack power for horizontal placement may be used as a defensive power against attacks from the opponent's monster. In these cases, either the difference between the attack power for vertical placement and the attack power of the opponent's monster, or the difference between the attack power for horizontal placement and the attack power of the opponent's monster, is subtracted from the life points. Such changes in the parameters of the target of use may occur appropriately depending on how the monster card is placed in the monster area MR, but a description of such changes depending on the placement method will be omitted below.
[0041] The first magic area M1 is a placement area where field magic cards should be placed. In other words, cards C placed in the first magic area M1 are limited to field magic cards. When a field magic card is placed in the first magic area M1, its effect is exerted (activated) on the game field GF. On the other hand, the second magic area M2 is a placement area where magic cards (excluding field magic cards) or trap cards should be placed. As with other placement areas, the placement of cards other than these cards C is restricted in the second magic area M2. Furthermore, magic cards and trap cards exert their effects on the game field GF by being placed in the second magic area M2. These monster cards, magic cards, and trap cards may be allowed to be placed without any compensation, but as an example, magic cards and trap cards require a compensation to be placed in the second magic area M2 (or first magic area M1). For this reason, each player is assigned an appropriate value to be consumed for placing a magic card or the like, and placement in the second magic area M2 or the like is realized by consuming that value.
[0042] The used area SR is an area where used cards C should be placed. Cards C placed in each area are removed from that area based on predetermined removal conditions and are considered used. Such removal conditions may be set as appropriate, and may differ for each type of card C, and multiple conditions may be set for each type. For example, a monster card satisfies the removal condition and is removed from the monster area MR when it is attacked by an opponent's monster and the opponent's monster's attack power exceeds the ally monster's defensive power (or, if appropriate, the attack power functions as defensive power depending on whether the monster is placed vertically or horizontally, etc.). Following this removal, the card is placed in the used area SR as used. In other words, it moves from the monster area MR to the used area SR. Similarly, magic cards and trap cards satisfy the removal condition, for example, when their effects are activated (or, in the case of field magic cards, when their duration expires), and are removed from the first magic area M1 or the second magic area M2 and placed in the used area SR as used. Furthermore, the auxiliary area ER is provided as an auxiliary placement area, but may be used as appropriate for the convenience of the game, for example, when an additional deck is used, it may be used as such a placement position. Therefore, the auxiliary area ER may not be used or may be omitted. As an example, a battle is realized through such a game screen 50.
[0043] FIG. 4 is a diagram showing an example of the procedure for progressing in the battle mode in the example of FIG. 3. As shown in FIG. 4, the battle game includes a first player's turn and a second player's turn in sequence. The game proceeds in a so-called turn-based format, in which the first player and the second player alternate turns throughout these turns. Specifically, as preparation for the game, for example, each player shuffles their deck and places it in the deck area DR, and then draws a predetermined number of cards C (for example, four) from their own deck and holds them as their hand. After the preparation is complete, the game begins with the turn of the player who goes first (for example, the first player goes first). One turn is divided into multiple phases, and each phase is provided repeatedly for each turn. Phases are a concept for dividing the procedures to be performed in one turn into multiple stages according to their content and nature. In the example of FIG. 4, one turn is divided into five stages from the draw phase to the end phase, but this is merely an example.
[0044] In each phase, the player who is given a turn can choose an action within the range set for that phase. For example,
[0045] During the Draw Phase, card C is drawn from the deck. During the Draw Phase, any number of cards may be drawn from the deck. For example, the number of cards drawn may be one in each Draw Phase. The number of cards drawn may also vary depending on the Draw Phase. For example, the first Draw Phase always draws one card. On the other hand, during subsequent Draw Phases, the number of cards drawn may vary depending on the number of cards remaining in the hand. In Battle Mode, victory or defeat is determined when the opponent's Life Points reach zero, but other appropriate victory conditions may also be provided. For example, such victory conditions may be determined by whether or not a card can be drawn from the deck and the combination of card groups CG in the hand. Furthermore, such victory conditions may be determined during the previous Battle Phase (e.g., if the game ends without reducing the opponent's Life Points to zero) or during any other appropriate phase, such as the End Phase. For example, the victory conditions are determined during the Draw Phase. Specifically, for example, if there are only two cards C in the deck and there are three cards to draw, and the player is unable to draw from the deck during the draw phase, the victory condition is met, and the player who is unable to draw (the player corresponding to the deck that is unable to draw) is determined to be the loser. Also, if the number of cards remaining in the deck becomes zero after drawing, the player may be determined to be the loser immediately during that draw phase, but as an example, the player may be determined to be the loser during the next draw phase due to being unable to draw.
[0046] Furthermore, if the hand of cards CG forms a special combination, the victory condition is also met, and the player who formed the special combination (the player corresponding to the hand) is determined to be the winner. The special combination may be formed with any number of cards greater than two, but is realized, for example, by a combination of five cards in the hand. Furthermore, the combination of five cards in the hand may be realized, for example, by specific cards of the same type C, or specific identical cards C, but is realized, for example, by a combination of two or more types of cards C. Then, when such a victory condition is met (for example, when the required number of cards C cannot be drawn from the deck, or when the hand forms a special combination), the match ends in the draw phase.
[0047] In the standby phase, the effect of a card C designated as one for which effect processing should be performed in that phase can be activated. In the main phase, cards C on the game field GF are used as appropriate to summon (call) or place face down monsters to be used in battle, set (place) cards C with unique effects such as spells and traps, or activate the effects of card C. In the main phase, each card C may be placed on the game field GF as appropriate, but as an example, this is realized according to the player's designation. Details of the placement of each card C in the main phase will be described later.
[0048] In the Battle Phase, a battle using card C takes place. However, the Battle Phase is always skipped during the first turn of the first player (first player). This is because the opponent (second player) has not yet been given a Main Phase or the like, and no card C has been placed on the second game field GF2. In the Battle Phase, for example, the player whose turn it is selects card C to use in an attack and card C to be the target of the opponent's attack, and the battle (attack and defense) is then carried out. This is realized by displaying a monster corresponding to the actual monster card and various effects corresponding to the attack, etc. Instead of or in addition to card C, the opponent player may also be the target of attack. Furthermore, if the opponent's life points become zero as a result of an attack, the player who made the attack is declared the winner. The end of the turn is declared during the End Phase. Note that the Standby Phase, Main Phase, Battle Phase, etc. may be skipped as appropriate. Furthermore, as described above, these five phases are merely examples, and phases such as the Standby Phase or End Phase may be omitted as appropriate. Furthermore, such omissions may be performed on a turn-by-turn basis as appropriate depending on the type of cards in hand, etc. Alternatively, various phases may be added as appropriate.
[0049] The main phase and the draw phase will be further described with reference to FIGS. 5 and 6. FIG. 5 is an explanatory diagram illustrating the details of the placement of each card C during the main phase. As described above, in the main phase, a hand is placed in each placement area of the game field GF. The example in FIG. 5 shows the first hand area HR1 and the first game field GF1 (a) before placement and (b) after placement, respectively. Any number of cards (cards C) can be placed in the first hand area HR1, and in the example in FIG. 5, five cards C are placed to form a card group CG as the hand. In this case, as shown in FIG. 5, in the main phase, the first player designates (selects) any number of cards C from the card group CG that forms the hand as cards C to be placed in the first game field GF1. Following this designation, each designated card C is moved from the first hand area HR1 to the first game field GF1 so that it is actually placed in the first game field GF1. As a result, the number of cards C in the card group CG in the first hand area HR1 decreases by the amount of the movement.
[0050] Specifically, in the main phase, as shown in (a) Before Placement, first, the target cards C to be placed in the first game field GF1 are identified from the card group CG forming the hand. This identification may be realized appropriately depending on various conditions such as the game development, but in the example of FIG. 5, it is realized by the first player's designation (touch operation). Also, in the main phase, any number of cards C are allowed to be placed in the first game field GF1. Therefore, any number of cards C, including one, may be designated from the card group CG in the first hand area HR1, but in the example of FIG. 5, three cards C are designated.
[0051] Furthermore, any number of cards C may be placed in the first game field GF1, regardless of their type. Cards C may be placed in the first game field GF1 as desired, but in the example of FIG. 5, only the deck DC, a group of cards functioning as a draw pile, is placed in the deck area DR. In this case, up to three monster cards and magic cards (or trap cards) may be placed, and up to one field magic card may also be placed. However, in the example of FIG. 5, placement in two monster areas MR and one second magic area M2 is specified. In other words, not only a magic card (or trap card) corresponding to the second magic area M2, but also two monster cards corresponding to each of the two monster areas MR may be specified. The monster areas MR into which these monster cards should be placed may be set according to a predetermined rule (e.g., from left to right) or otherwise, but are specified by the first player, for example. The same is true for the second magic area M2 into which magic cards, etc., should be placed.
[0052] Also, as shown in (b) after placement, after the target card C is designated (checking whether or not placement is appropriate, etc.) the target card C is actually placed in the first game field GF1. Specifically, in the example of FIG. 5, three cards C designated as target cards C from the card group CG have been added to the first game field GF1 compared to (a) before placement. Meanwhile, with this addition (placement), three cards C are removed from the card group CG in the first hand area HR1, leaving only two cards C in the card group CG. As an example, in the main phase, regardless of the type of card C, any number of placement instructions to the card group CG are permitted depending on the available space in the game field GF. Note that the number of cards C that can be placed in the monster area MR in one main phase may be limited to a certain number, such as one or two, or may not be limited. When there is no limit or when the limit is large (five, six, etc.), the amount of cards C removed from the hand is likely to be greater than when the limit is limited to a small number, such as one or two.
[0053] Next, the procedures of the card placement process and the card dealing process will be described with reference to FIG. 6. The card placement process is a process for placing a portion of a hand in the game field GF during the main phase. While the card placement process may be implemented as appropriate, the example in FIG. 6 illustrates a card placement process in which the placement target and its placement area in the game field GF are determined based on the player's selection (designation). In this case, the progress control unit 311 starts the card placement process of FIG. 6 each time the standby phase ends (for example, when a termination condition is met, such as when a predetermined termination operation is performed), and first provides a selection opportunity to select a placement target card C from the card group CG of the hand (step S101). The selection opportunity is provided to allow any number of selections (placements) regardless of the type of card C. This selection opportunity may be implemented as appropriate by presenting a specific selection screen, or, for example, when the standby phase and the game screen 50 are shared, by providing a period and guidance for accepting such selections. During the selection opportunity, various checks may be performed to check for inappropriate instructions, such as an instruction to place a monster card outside the monster area MR.
[0054] Next, the progress control unit 311 determines whether or not a selection has been made during the selection opportunity (step S102). If the placement target card C is not selected during the selection opportunity, that is, if the player does not wish to place card C on the game field GF (including cases where an appropriate placement instruction, such as an instruction to place a monster card in the second magic area M2, has not been executed), the progress control unit 311 skips the subsequent processing and ends this card placement processing. In this case, the condition for ending the main phase is met, and the process may proceed to the next battle phase.
[0055] On the other hand, if a card C to be placed is selected during the selection opportunity, the progress control unit 311 acquires the selection result (step S103). This selection result also includes the placement area of the game field GF where the card C to be placed should be placed. Next, the progress control unit 311 places the card C selected as the placement target on the game field GF based on the selection result acquired in step S103 (step S104). Specifically, the progress control unit 311 controls the movement and display of the card C selected as the placement target from the card group CG of the hand so that the card C is placed in each placement area, such as the monster area MR, specified as its placement destination. After this placement, the progress control unit 311 ends the current card placement process. As a result, some of the cards in the hand are placed in each placement area of the game field GF in accordance with the player's designation. Furthermore, as a result of this placement, the number of cards in the card group CG of the hand decreases. In other words, the main phase is realized.
[0056] (Lottery mode overview) Next, the lottery mode will be described in detail. In this embodiment, to execute the lottery mode, the game system 1 includes a first processing unit 313a that performs a first process in response to receiving a first instruction from the player, in which a card C identified by lottery from among a plurality of cards C is associated with the player, and a second processing unit 313b that performs a second process in response to receiving a second instruction from the player, in which a card C identified by lottery from among the plurality of cards C is identified by lottery, and in which rules for the lottery are different from those for the lottery in the first process, in which the card C identified by the lottery is associated with the player. The game system 1 also includes a second processing control unit 313d that enables the acceptance of a second instruction when the card C identified in the first process is a key card KC, and a first processing control unit 313c that enables the acceptance of a first instruction both while the second instruction can be accepted and while the second instruction cannot be accepted. With this configuration, even while the second instruction can be accepted, the player can select not only the lottery process in the second process but also the lottery process in the first process. This increases the player's options for acquiring cards C. Furthermore, as in the present embodiment, the process for identifying a card C to be associated with the player from the multiple cards C in the first process is a lottery process, thereby increasing the rarity value of the key card KC. Note that, in this embodiment, a configuration is described in which the first instruction can be accepted both while the second instruction can be accepted and while the second instruction cannot be accepted. However, the present invention is not limited to this configuration. For example, even when the first instruction cannot be accepted while the second instruction can be accepted, a configuration in which the progress control unit 311 in the game system 1 performs a process of progressing the game using multiple identical cards, and a predetermined game medium such as a key card KC is included among the multiple game media in the lottery process in the second process, is also one aspect of the present invention. According to this embodiment, while the second instruction can be accepted, the lottery performed in the second process can provide the player with an opportunity to acquire additional specified gaming media, thereby achieving the effect of one aspect of the present invention of increasing the options for acquiring gaming media.
[0057] Hereinafter, the lottery process in the first process will be referred to as the "first lottery," the lottery process in the second process as the "second lottery," the first lottery and the second lottery will be collectively referred to as the "lottery," and the identification of game media to be associated with a player through the lottery process will be referred to as "winning." The ability to accept instructions to execute a lottery will also be referred to as "the lottery being executable." Hereinafter, "associating with a player" will be referred to as "granting to a player," and the "granting" of game media to a player will be referred to as "obtaining" game media. In this embodiment, the key card KC is one aspect of the "predetermined game medium" in the present invention and one type of card C. The related card RC, which will be described later, is one aspect of the "other game medium" in the present invention and one type of card C.
[0058] (Functional configuration of the control system that executes the lottery mode) Next, the main parts of the control system related to the lottery mode will be described with reference to Fig. 2. The control unit 110 of the center server 10 includes a lottery unit 112. The lottery unit 112 identifies a card C from among a plurality of cards C by lottery in accordance with an instruction received from the gaming machine 30, and transmits the lottery result to the gaming machine 30. The instruction received from the gaming machine 30 at this time is an instruction transmitted by the gaming machine 30 to the center server 10 in response to receiving predetermined instructions (first instruction and second instruction, which will be described later) from the player. The lottery unit 112 performs lottery processing in accordance with a lottery table T stored in the storage unit 120.
[0059] 2, the control unit 310 of the game machine 30 is provided with, as logical devices, a lottery control unit 313 in addition to a progress control unit 311 and a data management unit 312. The lottery control unit 313 is further provided with a first processing unit 313a, a second processing unit 313b, a first processing control unit 313c, and a second processing control unit 313d.
[0060] (First processing section) In response to receiving the first instruction from the player, the first processing unit 313a performs a first process of associating the card C won in the first lottery with the player.
[0061] (Second processing section) In response to receiving the second instruction from the player, the second processing unit 313b performs a second process of associating the card C identified by the second lottery with the player. Note that in at least one of the second process and the first process, the process of associating the winning card C with the player may be performed by the center server 10 (a logical device corresponding to at least one of the first processing unit 313a and the second processing unit 313b may be provided in the control unit 110).
[0062] (First processing control unit) The first process control unit 313c allows the first instruction to be accepted both while the second instruction can be accepted (hereinafter referred to as the acceptance period) and while the second instruction by the second process cannot be accepted. In other words, while the second instruction can be accepted, the player can select not only the second lottery but also the first lottery. This increases the options for obtaining card C.
[0063] (Second processing control unit) If the card C won in the first lottery is a key card KC, the second process control unit 313d enables the acceptance of a second instruction. When the second process control unit 313d according to this embodiment enables the acceptance of a second instruction, it starts a countdown to the end of a predetermined period. This end of period is the time until the end of the acceptance period, and when this value reaches 0, the period ends. The initial value of the end of period can be set to any value (for example, 30 minutes). Furthermore, if a key card KC is awarded to a player during the acceptance period, the second process control unit 313d according to this embodiment increases the end of period during the countdown. In other words, the second process control unit 313d extends the acceptance period.
[0064] (Details of the first and second lotteries) The first and second lotteries will be described in detail using Figure 7. Both the first and second lotteries are lotteries for identifying a card C to be associated with a player from a plurality of cards C. In the first and second lotteries, the "plurality of cards C" that are the subject of the lottery process are also referred to as the "card C to be selected."
[0065] The first and second lotteries are conducted according to different rules. Here, we will explain the "predetermined rules" that are followed when identifying a gaming medium from among multiple gaming media in one aspect of the present invention. The "predetermined rules" are rules that determine how gaming media should be selected when identifying a gaming medium from among multiple gaming media. Examples of the "predetermined rules" include (1) the content of the multiple gaming media, (2) rules for identifying a gaming medium to be associated with a player from among the target gaming media, and (3) requirements necessary for performing the process of identifying a gaming medium.
[0066] (1) The content of the multiple target gaming media includes, for example, the types of the multiple target gaming media, the number of each rarity, etc. For example, if the process of identifying a gaming medium from multiple gaming media is a lottery, different content of the target games means that different rules are followed.
[0067] (2) Examples of rules for identifying the gaming medium to be associated with a player from among the target gaming media include (i) a lottery, and (ii) a rule that the gaming medium designated by the player is associated with the player (i.e., a rule that any gaming medium selected by the player is granted to the player).
[0068] The rules to be followed when drawing the lottery include the winning probability of each gaming medium, rules that determine which winning probability to use in which draw if multiple draws are held, and rules that determine whether the winning gaming medium will be kept among the multiple gaming media subject to the lottery or deleted (when it is deleted, it is called a "box gacha").
[0069] (3) An example of a requirement for performing a process to identify gaming media is the consumption of in-game value. In-game value is value required to exchange for gaming media or services (such as participating in a lottery).
[0070] The in-game value may be, for example, a portion of the game medium, or may be information unrelated to the game content.
[0071] When the in-game value is a gaming medium, specific examples of the gaming medium include items, tickets, etc. that can be used as in-game value. Methods for acquiring items and tickets that can be used as in-game value may include, for example, exchanging them for other in-game value, or exchanging them for another item that cannot be used as in-game value as is (for example, reusing an item that is no longer needed by the player). Furthermore, the requirement may be that a task set in the game is completed.
[0072] Examples of information unrelated to the game content include information indicating amounts associated with bank accounts, credit cards, cashless payment services, etc., and points that can also be used as in-game currency (e.g., points that can be used to make purchases on a platform for purchasing applications and game media).
[0073] The lottery objects 1 of the first lottery may include the key card KC, and may also include related cards RC and cards C other than the key card KC and the related card RC. In other words, the first lottery may be a lottery process that identifies a card C to be given to a player from a plurality of cards C including at least the key card KC.
[0074] The form of the first lottery is not limited as long as it is a lottery process in which the key card KC is included in the lottery object 1, and various forms are possible. For example, it may be possible to accept first instructions for multiple types of first lotteries that follow different rules. It may be possible to accept first instructions for multiple types of first lotteries at the same time, and first instructions for some types of first lotteries may be accepted only at specific times. For example, the winning probability of some cards C, such as the key card KC, may be set higher at specific times than at other times.
[0075] Furthermore, the number of cards C to be given to the user by executing the first lottery in response to one first instruction is not particularly limited, and may be one or more cards.
[0076] The key card KC is a card that, if won in the first lottery, can accept a second instruction to execute a second lottery. At least some of the cards C are set as key cards KC. For example, the control unit 110 and / or the control unit 310 may select cards C to be set as key cards KC from among the cards C, or the center server 10 may externally acquire information indicating which cards C have been set as key cards KC. When the information is acquired externally, the information may be information set by, for example, the game creator or the administrator of the game system 1. The determination of which cards C are set as key cards KC may be made from various perspectives. For example, the setting may be based on parameters associated with the card C, or may be based on common information associated among multiple cards C, which will be described later. When setting based on parameters, for example, a card with a high parameter may be set as the key card KC. Furthermore, the parameter may be the rarity of the card. Then, at least some of the cards C with a certain rarity may be set as key cards KC. For example, the probability of winning and the number of winning key cards KC of a predetermined rarity among the cards C to be selected by lottery may be set to a level desired by the aforementioned creator, administrator, or the like.
[0077] In this embodiment, multiple cards of the same type may be usable in the battle mode, and if multiple cards are usable, the key card KC may be a card that can obtain a more advantageous effect by using multiple copies of the same key card KC in the battle mode. An example of a more advantageous effect is an effect that changes the various parameters (e.g., attack power, defense power) described above to be more advantageous in the battle.
[0078] The related card RC is a card related to the key card KC. The relationship between the key card KC and the related card RC may be, for example, one in which an advantageous effect is obtained by using the key card KC together with the related card RC in a battle mode or the like, or may be a relationship in which the related card RC has a common feature, theme, or the like regardless of whether an advantageous effect is obtained, or may be a card necessary for using the key card KC in a battle mode.
[0079] The related card RC that provides the advantageous effect may be, for example, another monster card that provides an advantageous effect to the monster card indicated by the key card KC. The related card RC may also be associated with the key card KC and used together with the key card KC to provide the aforementioned advantageous effect. For example, the key card KC may be a card that indicates a character, and the related card RC may be information indicating the weapons, armor, accessories, skills (techniques, magic), etc., that are to be equipped to the character. Note that when the related card RC provides the aforementioned advantageous effect, it is not necessary for it to be used together with the key card KC; the aforementioned advantageous effect may be provided by using multiple related cards RC of the same or different types.
[0080] An example of a relationship having a common characteristic, theme, or the like may be information common to a key card KC and a related card RC. The "common information" may be information that is common among multiple cards among information that is pre-associated with card C, or information that is newly associated with card C. In other words, some of the information pre-associated with card C may be used as the common information, or new information may be added to card C and used as the common information. Examples of common information include information indicating the attributes, characteristics, etc. of card C, such as a monster. The attribute may be, for example, information indicating the classification of card C, or specific information that is assigned only to some cards C. A specific example of classification is a classification in which classifications such as "fire" and "water" are set, and when a card C with the "water" attribute plays against a card C with the "fire" attribute, the parameters of each card C are changed to be advantageous to the card C with the "water" attribute. Furthermore, specific information that is given only to some of the cards C may include, for example, information indicating that the cards are based on content other than the competitive game (for example, an anime, another game, a manga, a novel, or other copyrighted work). Furthermore, the common information does not have to be associated with the key card KC and the related card RC. For example, there may be a relationship between the pictures on the cards. In other words, if the cards are based on the aforementioned other content, the relationship may be indicated by the pictures on the cards.
[0081] The common information may or may not be shown to the player. When the common information is shown to the player, it may be shown by a screen showing the name of the card C, part of the design, an explanation of the card C, or the like. Furthermore, a single card C may be associated with a plurality of pieces of common information according to the classification. Furthermore, the common information may be used when sorting and displaying the cards C by classification. The function of sorting and displaying by classification may be executable by the player or may be executable by the administrator of the game system 1.
[0082] An example of a case where a related card RC is a card necessary for using a key card KC in a battle mode is, for example, a relationship in which a specific related card RC must also be included in the deck in order for a certain key card KC to be included in the deck. Also, for example, a relationship in which a certain key card KC can be placed in the game field GF only when used together with the specific related card RC. An example of such a relationship is a relationship in which a certain key card KC can be added to the hand only if the specific related card RC is in the hand. In this case, when adding the certain key card KC to the hand, it may be required that the specific related card RC is already in the hand. Furthermore, when adding the certain key card KC to the hand, the specific related card RC already in the hand may be consumed, or both may be added to the hand without consuming the specific related card RC.
[0083] Furthermore, the key card KC may always be the same card C, and similarly, the related card RC may always be the same card C, but the cards C that become the key card KC and the related card RC may change. For example, a certain card C may be a key card KC at one timing, a related card RC at another timing, and a card C that is neither a key card KC nor a related card RC at yet another timing. Furthermore, if there are multiple types of first lotteries and second lotteries that follow different rules, a certain card C may be a key card KC in some types of first lotteries and / or second lotteries, a related card RC in other types of first lotteries and / or second lotteries, and a card C that is neither a key card KC nor a related card RC in yet another type of first lotteries and / or second lotteries.
[0084] The selection targets 2 in the second lottery include key cards KC and related cards RC. Including key cards KC in the selection targets 2 in the second lottery also increases the player's chances of acquiring key cards KC. This increases the player's options for acquiring cards C. The selection targets 2 in the second lottery may consist of only key cards KC and related cards RC, or may include cards C other than key cards KC and related cards RC. For example, if there are multiple types of key cards KC, all of the selection targets 2 in the second lottery may be at least one of the multiple types of key cards KC. If there are multiple types of related cards RC, all of the selection targets 2 in the second lottery may be at least one of the multiple types of related cards RC. Furthermore, regardless of whether there are multiple types of key cards KC and related cards RC, all of the selection targets 2 in the second lottery may be either key cards KC or related cards RC. Note that the second lottery in one aspect of the present invention is not limited to a configuration in which the selection targets include key cards KC and related cards RC. The second lottery is a lottery process that identifies a card C to be awarded to a player from multiple cards C that are the subject of the lottery, and it is sufficient that the second instruction to be executed can be accepted when the key card KC is won in the first lottery.
[0085] The cards C, such as related cards RC, to be included in the lottery objects 2 may be determined by the control unit 110 and / or the control unit 310, or may be acquired from outside by the center server 10. When the control unit 110 and / or the control unit 310 determines the cards C, the related cards RC may be identified from among the cards C based on the common information described above. When the cards are acquired from outside, the center server 10 may acquire lottery objects identified by, for example, the game creator or the administrator of the game system 1. Furthermore, some of the lottery objects may be acquired by the center server 10, and the rest may be determined by the control unit 110 and / or the control unit 310.
[0086] Furthermore, the number of cards C awarded to the user by executing the second lottery in response to one second instruction is not particularly limited, and may be one or more. Furthermore, the rules to be followed in the second lottery (for example, the contents of the lottery object 2, the winning probability of each card C, etc.) may always be the same or may be changed. The timing of the change is not particularly limited, and may be changed depending on the time of year, or may be changed every time a key card KC is won in the first lottery.
[0087] Furthermore, a new card C may be added to the game system 1 of this embodiment. The newly added card C may be a key card KC, or may be a related card RC of an existing key card KC and / or the new key card KC. When the new card C is designated as a key card KC, a new second lottery that is executed according to rules different from those of the existing second lottery may be added to the game system 1. The lottery target 2 of the added second lottery may include the new key card KC and / or a new related card RC. For example, in a case where a second lottery is set so that a card C of a certain attribute has a higher winning probability than cards C of other attributes, and if a card C of the certain attribute is newly added and designated as a key card KC or a related card RC, the card C of the certain attribute may be newly added to the lottery targets of the second lottery, and a new second lottery may be executed. According to this embodiment, the appeal of the second lottery, which includes the new key card KC and / or the new related card RC as lottery item 2, can be increased for a player who has obtained the new key card KC through the first lottery, which includes the new key card KC as lottery item 1.
[0088] Furthermore, the probability of winning at least one of the key card KC and the related card RC through the lottery process may be set higher in the second lottery than in the first lottery. This increases the probability that the player will obtain at least one of the key card KC and the related card RC. Note that the present invention is not limited to this configuration, and the first lottery and the second lottery may simply have different winning probabilities for each card C.
[0089] The player may be notified that the probability of winning at least one of the key card KC and the related card RC is higher in the second lottery than in the first lottery. Such notification increases the appeal of the second lottery process to players who desire the key card KC and the related card RC. It also increases the motivation for players to obtain the key card KC through the first lottery and the appeal of performing the first process. Methods of notifying the player include displaying the information on the game screen by the game system 1 and other methods that do not involve the game screen. Examples of displaying the information on the game screen include displaying the winning probability and displaying the remaining number of boxes in a box gacha. Methods of notifying the player without involving the game screen include displaying the information on a website related to the game and posting it on a social networking service (SNS).
[0090] (Operation of the gaming machine and the center server in lottery mode) Next, the operations of the game machine 30 and the center server 10 in the lottery mode will be described. Fig. 8 is a sequence diagram showing the flow of operations of the game machine 30 and the center server 10.
[0091] As shown in FIG. 8, in the lottery mode, when the gaming machine 30 receives a first instruction from the player, the gaming machine 30 transmits information to the effect that the first instruction has been received to the center server 10 (step S300).
[0092] The center server 10, which has received the information that the first instruction has been accepted, executes a first lottery (step S500). In step S500, the lottery unit 112 identifies a card C by referring to a lottery table T for the first lottery. The lottery table T may include data associating the cards C to be selected with the winning probability of each card C. The lottery unit 112 identifies gaming media based on the winning probability of each gaming medium. Note that, if there are multiple types of first lotteries, the lottery unit 112 may change the lottery table T to be referenced depending on the type of first lottery. Next, the lottery unit 112 transmits the winning result (information indicating the winning gaming medium) to the gaming machine 30 (step S502).
[0093] The gaming machine 30 that has received the winning result awards the winning gaming medium to the player (step S302). Next, it determines whether the gaming medium won in the first lottery is a key card KC (step S304). If it determines that the gaming medium won in the first lottery is not a key card KC (step S304: NO), the gaming machine 30 waits until the next first instruction (step S300) is received. On the other hand, if it determines that the gaming medium won in the first lottery is a key card KC (step S304: YES), the gaming machine 30 determines that a second instruction can be accepted. Then, it starts a period during which the second instruction can be accepted, and starts a countdown to the end of the period (step S306). Note that the entity that performs step S302 is not limited to the gaming machine 30. In other words, step S302 may be performed on the center server 10 side. Furthermore, the order of steps S302 and S304 is not particularly limited, regardless of whether step S302 is performed by the game machine 30 or the center server 10. That is, step S304 may be performed before step S302, or may be performed simultaneously with step S302.
[0094] Here, an example of a screen displaying the results of the first lottery will be described with reference to Fig. 9. Fig. 9 is an example of the screen S1 when the result of step S304 is YES. As shown in Fig. 9, the winning cards C are displayed on the screen S1 displaying the results of the first lottery. If the acquired cards C include a key card KC, it is displayed that it is now possible to execute the second lottery (shown as "special gacha" in the figure). The fact that the second instruction is now possible is displayed, for example, in a display area R provided in a part of the screen S1 displaying the results of the first lottery (the right end in Fig. 9).
[0095] Next, an example of the screen S2 that accepts instructions for the lottery process after step S304 has been determined to be YES will be described with reference to FIG. 10. The icon OJ1 shown in FIG. 10 indicates the type of lottery. "Gacha 1" to "Gacha 3" indicate the types of the first lottery. "Special Gacha" indicates the second lottery. The icon OJ1 also includes a user interface (UI) object OJ2 and a UI object UI3. The UI object OJ2 is a UI object that accepts instructions for transitioning to a screen that shows details of each lottery, and the UI object OJ3 is a UI object that accepts instructions (first instruction or second instruction) for executing each lottery. The game machine 30 and the center server 10 according to this embodiment are configured to progress the game in the lottery mode in accordance with touch operations performed by the player on the touch panel 350. Therefore, the player can specify which lottery process to execute by touching the UI object OJ3 of the desired lottery on this screen S2. In this way, by allowing the first lottery to be executed while the second lottery is executable, the game system 1 can increase the options for the player to obtain cards.
[0096] The icon OJ1 shows an overview of the lottery target for each lottery process. The "Attack Power Emphasis," "Balance Emphasis," and "Defense Power Emphasis" shown on each icon OJ1 are examples of displays indicating the lottery target. For example, "Attack Power Emphasis" and "Defense Power Emphasis" indicate that the lottery target contains many cards C with excellent attack power and defense power, respectively, while "Balance Emphasis" indicates that the lottery target contains many cards C with an excellent balance between attack power and defense power. Since the player can refer to the display indicating the contents of the lottery target, it becomes easier to select a lottery process. In this embodiment, a case where there is one type of second lottery is described. However, there may be multiple types of second lottery, as in a modified example described below, and each second lottery may have an indication indicating the contents of the lottery target.
[0097] The special gacha icon OJ1 also displays the time P until the acceptance period ends, allowing the player to visually confirm the period during which the special gacha can be executed.
[0098] Furthermore, in this embodiment, a screen S3 can be displayed that allows the contents of each lottery process to be visually confirmed before each lottery process is executed. This will be described with reference to FIGS. 10 and 11. When the detailed display UI object OJ2 in FIG. 10 is touched, the screen transitions to a list screen of lottery items 1 and 2 for each lottery process. FIG. 11 is an example of the screen S3 when lottery item 2 is displayed in a list. As shown in FIG. 11, a list of multiple cards C that will be lottery item 2 for the special gacha is displayed. Furthermore, the screen displaying the list of lottery items 1 and 2 also displays the number N of cards C that the player already owns for each card C superimposed thereon.
[0099] When the game machine 30 accepts a second instruction from the player during the acceptance period, the game machine 30 transmits information indicating that the second instruction has been accepted to the center server 10 (step S308). For example, in FIG. 10, the player taps the UI object OJ3 for the second lottery, causing the game machine 30 to accept the second instruction.
[0100] The game machine 30 can also accept the first instruction during the acceptance period. Therefore, when the game machine 30 accepts the first instruction from the player during the acceptance period, the game machine 30 transmits information to the center server 10 that the first instruction has been accepted (step S308).
[0101] When the center server 10 receives information indicating that the first instruction has been accepted, the center server 10 executes a first lottery (step S504). On the other hand, when the center server 10 receives information indicating that the second instruction has been accepted, the center server 10 executes a second lottery (step S504). In this case, in step S504, the lottery unit 112 identifies a card C by referring to the lottery table T for the second lottery. Then, the winning result is transmitted to the game machine 30 (step S506).
[0102] The gaming machine 30 that has received the winning result awards the winning game medium to the player (step S310). Next, it determines whether the winning game medium in the first or second lottery executed in step S305 is a key card KC (step S312). If it is determined that the winning game medium is a key card KC (step S312: YES), the gaming machine 30 extends the end time of the period (step S314) and proceeds to step S316. On the other hand, if it is determined that the winning game medium in the second lottery is not a key card KC (step S312: NO), the gaming machine 30 skips step S314 and proceeds to step S316. Note that the entity that performs step S310 is not limited to the gaming machine 30. In other words, step S310 may be performed on the center server 10 side. Furthermore, the order of steps S310 and S312 is not particularly limited, regardless of whether step S310 is performed by the game machine 30 or the center server 10. That is, step S312 may be performed before step S310, or may be performed simultaneously with step S310.
[0103] In step S316, it is determined whether the period end time has reached 0. If it is determined that the period end time has not reached 0 (step S316: NO), the game machine 30 waits until the next first instruction or second instruction (step S308) is received. On the other hand, if it is determined that the period end time has reached 0 (step S316: YES), the game machine 30 ends the reception acceptable period and waits until the next first instruction (step S300) is received.
[0104] (Modification of the first process) In the above embodiment, the first process is a lottery process. However, the first process is not limited to a lottery process. The first process may be a process other than a lottery process, as long as it associates a game medium identified from among a plurality of game media with the player based on a predetermined rule in response to receiving a first instruction from the player. For example, the first process may associate a game medium designated by the player with the player. Alternatively, the first process may be a process of granting a key card KC to the user by consuming a specific card C among cards C other than the key card KC. Furthermore, when multiple types of key cards KC are provided, the key cards KC granted to the user on the condition that a specific card C is consumed may be all key cards KC or some of the key cards KC. In other words, some key cards KC may not be acquired by the user even by consuming other cards C. Furthermore, even if the game medium identified by the first process according to this modification is a key card KC during the period in which the second instruction can be accepted, the period in which the second instruction can be accepted may be extended.
[0105] (Variation of the first instruction) In the above embodiment, the first instruction is an instruction to execute a first lottery, but the first instruction is not limited to this. The first instruction can take various forms depending on the form of the first process. For example, if the first process is a process of awarding any gaming medium selected by the player to the player, the first instruction is an instruction to select the gaming medium.
[0106] If the first process is a process of providing a player with game media previously specified by the game machine 30, the first instruction may be an instruction to execute the process. For example, if the first process is performed according to the progress of the game after the game is launched, the first instruction may be an instruction to progress the first process so that it can be executed. For example, if the requirement for executing the first process is the completion of a task set in the game, the first instruction may be an operation to complete the completion condition. Furthermore, for example, if the first process is a process of providing game media on the condition that the game is started, the first instruction may be an instruction to start the game. The instruction to start the game may be an instruction to start a game program. If a screen displaying the game title or the like is displayed after the game program is launched and a game start instruction can be accepted while the screen is displayed, the first instruction may be the instruction to start the game accepted while the screen is displayed. For example, in a mode in which multiple identical gaming media are used, if a player acquires a key card KC as a reward for starting the game when starting the game, the player is provided with an opportunity to acquire further gaming media by executing a second lottery, thereby increasing the options for acquiring gaming media.
[0107] (Modifications of the first and second processes) In the above embodiment, a single first instruction is used to execute a single first lottery. However, the number of lottery processes executed in response to a single first instruction and a single second instruction is not limited. For example, multiple first lottery processes may be executed in response to a single first instruction, and multiple second lottery processes may be executed in response to a single second instruction. Furthermore, as long as the first lottery and the second lottery are executed in response to a single first instruction and a second instruction, respectively, other processes may also be executed in conjunction with the first lottery and the second lottery. Examples of such other processes include lottery processes that follow different rules from those for both the first lottery and the second lottery. For example, multiple first lottery processes may be executed in response to a single first instruction, and multiple first and second lottery processes may be executed in combination in response to a single second instruction. Furthermore, when multiple second lottery processes are executed in response to a single second instruction, the probability of winning a predetermined gaming medium may be set to 100% in at least some of the second lotteries. For example, in the second drawing of the part, the probability of winning at least one of the key card KC and the related card RC may be 100%, or the probability of winning the key card KC may be 100%, or the probability of winning the related card RC may be 100%. For example, ten first drawings may be conducted in response to the acceptance of one first instruction, and if the key card KC is won in any of the first drawings, the second instruction may be accepted, and five first drawings may be conducted according to the same rules as the first drawing in response to the acceptance of one second instruction, and five second drawings may also be conducted.
[0108] (Modification of the process S306 for enabling acceptance of the second instruction) In the above embodiment, the second processing control unit 313d immediately enables the acceptance of a second instruction if the gaming medium won in the first processing is a key card KC. However, the enabling of the second instruction according to one aspect of the present invention is not limited to this configuration, and the following configurations are also possible. For example, the second processing control unit 313d may determine, by lottery, whether or not the acceptance of a second instruction is enabled if the gaming medium won in the first lottery is a key card KC. That is, if the result of step S304 is YES, the second processing control unit 313d may enable the acceptance of a second instruction if the lottery determines that the acceptance of a second instruction is enabled. Furthermore, for example, the second processing control unit 313d may enable the acceptance of a second instruction if the gaming medium won in the first lottery is a key card KC and the player possesses a specific gaming medium. According to the above-described modified example, the rarity value of being able to hold a second lottery is increased.
[0109] (Variation 1 of the second lottery) In the above embodiment, a configuration has been described in which one type of second lottery can be executed when a key card KC is won in the first lottery. However, in one aspect of the present invention, the types of key cards KC and second lotteries are not limited to one type. For example, the lottery target 1A of the first lottery may include multiple types of key cards KC. Each of the multiple types of key cards KC may be associated with a lottery process in the second processing, where the lottery process follows different rules. For example, as shown in FIG. 12, if a key card KCA is won in the first lottery, a second lottery including the key card KCA and related card RCA in the lottery target 2A may be executed, and if a key card KCB is won in the first lottery, a second lottery including the key card KCB and related card RCB in the lottery target 2B may be executed. In this way, different types of second lotteries can be executed depending on the type of key card KC acquired, making it more attractive for players to acquire multiple key cards KC.
[0110] (Variation 2 of the second lottery) The type of second lottery associated with one type of key card KC is not limited to one type as shown in Variation 1 of the second lottery. For example, one key card KC may be associated with multiple types of lottery processes, each following different rules. For example, as shown in FIG. 13, if the key card KC is won in the first lottery, multiple types of second lotteries may be executed, such as a second lottery that includes the key card KC and related cards RCC as lottery objects 2C, and a second lottery that includes the key card KC and related cards RCD as lottery objects 2D. This increases the appeal of the key card KC to players. Furthermore, the lottery objects 2C and 2D of the multiple types of second lotteries may include a common game medium, and the common game medium may be the key card KC. This configuration provides players with more opportunities to acquire the common game medium.
[0111] (Variations of the relationship between the first and second lotteries) In the above embodiment, the game media of the game target 2 in the second lottery are a part of the game media of the game target 1 in the first lottery. However, the present invention is not limited to this configuration. For example, the game media of the game target 1 in the first lottery and the game media of the game target 2 in the second lottery may be completely different, may overlap partially, or may be the same. If the game media of the game target 1 in the first lottery and the game media of the game target 2 in the second lottery are the same, the winning probabilities of at least some of the game media in the game target 1 and the game target 2 are different. This configuration also increases the options available to players for acquiring game media. Furthermore, the winning probabilities of at least some of the game media among the key card KC and the related card RC may be set higher in the second lottery than in the first lottery. This configuration makes the second lottery more attractive to players who desire the key card KC and / or the related card RC. Furthermore, the motivation for the player to obtain the key card KC through the first lottery and the appeal of performing the first lottery are increased.
[0112] (Modification of the condition for terminating the state in which the second instruction can be received) In the above embodiment, a case has been described in which the command acceptance period is ended when the end time of the period reaches 0 after the start of the command acceptance period. However, the condition for ending the state in which a second instruction can be accepted is not limited to the passage of time. For example, the state in which a command acceptance can be ended when a predetermined operation by the player is accepted. An example of the predetermined operation is an operation to issue an instruction to directly end the state in which a second instruction can be accepted. This embodiment provides the player with an opportunity to reduce the options in the lottery process, thereby improving the degree of freedom in the game. Furthermore, for example, a limit may be set on the number of times the second lottery is executed, and the predetermined operation may be an operation to issue a predetermined number of second instructions. In this embodiment, the player can only execute the second lottery a predetermined number of times, thereby increasing the rarity value of being able to execute the second lottery. Furthermore, multiple conditions may be set, such as the end time of the period reaching 0, the execution of the second lottery a predetermined number of times, or the acceptance of a predetermined operation other than the execution of the second lottery a predetermined number of times. The state in which a second instruction can be accepted may be ended when any of the conditions is met. Alternatively, the state in which a second instruction can be accepted may be ended when at least two of the multiple conditions are met.
[0113] (Variations of lottery items) Lottery object 1 and lottery object 2 may include gaming media other than card C. Examples of gaming media other than card C include items other than card C, in-game value, and the right to enable the first lottery and / or the second lottery to be held. The right to enable the first lottery and / or the second lottery to be held is a right that, when exercised, can cause the first processing unit and / or the second processing unit to perform processing to hold the first lottery and / or the second lottery.
[0114] In a configuration in which lottery target 1 includes the right to enable the first lottery to be held, and / or in which lottery target 2 includes the right to enable the second lottery, even if the player does not win the game medium they want, there is a possibility that the lottery can be held again, making the first lottery and the second lottery more appealing to the player. Also, in a configuration in which lottery target 2 for the second lottery includes a key card KC, a related card RC, and the right to enable the second lottery to be held as lottery target 2, even if the key card KC and / or the related card RC is not won in the second lottery, there is a possibility that the second lottery can be held again, making the second lottery more appealing to the player. Note that lottery target 1 may include the right to enable the second lottery to be held, and lottery target 2 may include the right to enable the first lottery to be held.
[0115] The right to hold the first lottery and / or the second lottery may be granted to a player, for example, by associating a gaming medium that enables the first lottery and / or the second lottery with the player. Examples of such gaming medium include gaming media that enable the lottery process to be executed on the condition that the gaming medium is consumed, such as tickets or specific types of points. The right may also be granted by allowing the player to instruct the player to select whether or not to hold the first lottery and / or the second lottery again. For example, if the right is won in the second lottery, a screen may be displayed that allows the player to select whether or not to hold the second lottery again. More specifically, a screen such as "Chance to retry. Would you like to hold the gacha again?" may be displayed to accept an instruction to hold the gacha again. The right may also be granted by simply displaying to the player that the first lottery and / or the second lottery can be held again. In this case, processing for holding the first lottery and / or the second lottery again may be performed without the player's instruction. More specifically, it is possible to only display an effect indicating that the first lottery and / or the second lottery will be held again, and to hold the first lottery and / or the second lottery again without any operation by the player. More specifically, it is possible to only display "Chance to Retry" on the screen, and to hold the gacha again automatically after displaying the message, without waiting for an instruction from the player.
[0116] Furthermore, if another game medium, which is a game medium different from the key card KC and the related card RC, is won in the first lottery and / or the second lottery, a conversion process may be performed in which the other game medium won is converted into a right to execute a lottery process and associated with the player. According to this embodiment, even if the game medium desired by the player is not won, there is a possibility that the lottery can be executed again, thereby increasing the appeal of the first lottery and the second lottery to the player. Furthermore, in the embodiment in which such a conversion process is performed in the second lottery, there is a possibility that the second lottery can be executed again even if the key card KC and / or the related card RC is not won in the second lottery, thereby increasing the appeal of the second lottery to the player.
[0117] [Note] From the above description, one embodiment of the present invention can be understood as follows: Note that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently added in parentheses, but this does not limit the embodiment of the present invention to the illustrated embodiment.
[0118] The game system (1) according to aspect 1 of the present invention includes a first processing unit (313a) that performs a first process of associating a gaming medium identified from among a plurality of gaming media (C) with the user based on predetermined rules in response to receiving a first instruction from the user (player); a second processing unit (313b) that performs a second process of associating a gaming medium identified by a lottery process that identifies a gaming medium from among a plurality of gaming media by lottery in response to receiving a second instruction from the user, the lottery process being a process in which rules followed when drawing the lottery differ from the predetermined rules, with the user; a second processing control unit (313d) that enables the second instruction to be accepted when the gaming medium identified in the first process is a predetermined gaming medium (KC); and a first processing control unit (313c) that enables the first instruction to be accepted both while the second instruction can be accepted and while the second instruction cannot be accepted. According to this configuration, even while the second instruction is available, the user can select not only the second lottery but also the identification of game media in the first process, thereby increasing the options for acquiring game media.
[0119] A game system (1) according to aspect 2 of the present invention includes a first processing unit (313a) that performs a first process of associating a gaming medium identified from among a plurality of gaming media (C) with the user based on predetermined rules in response to receiving a first instruction from the user; a second processing unit (313b) that performs a second process of associating a gaming medium identified by a lottery process that identifies a gaming medium from among a plurality of gaming media by lottery in response to receiving a second instruction from the user, the lottery process being a process in which rules followed when conducting the lottery are different from the predetermined rules, with the user; a second processing control unit (313d) that enables the second instruction to be accepted if the gaming medium identified in the first process is a predetermined gaming medium (KC); and a progress control unit (311) that performs a process of progressing the game using the gaming medium, wherein the process of progressing the game by the progress control unit includes a process of progressing the game using multiple of the same gaming media, and the predetermined gaming medium is included among the multiple gaming media in the lottery process. According to this configuration, while the second instruction is available for acceptance, the lottery is executed in the second process, thereby providing the user with an opportunity to acquire additional predetermined game media, thereby increasing the options for acquiring game media.
[0120] A gaming system according to a third aspect of the present invention is the same as that of the first or second aspect, wherein the first process is a lottery process for identifying a gaming medium from among the plurality of gaming media by lottery, and the first process and the second process may be configured to follow different rules for the lottery. This configuration increases the rarity value of the specified gaming medium.
[0121] A game system according to a fourth aspect of the present invention may be configured in any one of the first to third aspects above, such that the plurality of game media to be selected in the first process include a game medium (RC) other than the predetermined game medium, and the probability of identifying at least one game medium among the predetermined game medium and the other game medium is higher in the second process than in the first process. This configuration increases the probability that a user will acquire the predetermined game medium and / or the other game medium.
[0122] A gaming system according to a fifth aspect of the present invention is any of the first to fourth aspects described above, wherein the second processing control unit determines by lottery whether or not the second instruction is to be accepted when the gaming medium identified in the first processing is a predetermined gaming medium, and when it is determined that the second instruction is to be accepted, the second instruction is to be accepted. This configuration increases the rarity value of being able to hold a second lottery.
[0123] A gaming system according to a sixth aspect of the present invention may be configured in the fourth aspect above such that the game media included in the lottery targets in the first process are the same as the game media included in the lottery targets in the second process. This configuration increases the options for acquiring game media for users who desire predetermined game media and / or other game media and who also desire game media other than the predetermined game medium and other game media among the game media selected in the first lottery.
[0124] A gaming system according to a seventh aspect of the present invention may be configured in any one of the first to sixth aspects above, such that the plurality of game media in the first process include a plurality of types of the predetermined game media, and each of the plurality of types of the predetermined game media is associated with a lottery process in the second process that follows different rules. With this configuration, different second lotteries can be executed depending on the type of predetermined game media acquired, thereby increasing the appeal of acquiring multiple predetermined game media to users.
[0125] A game system according to an eighth aspect of the present invention may be configured in any one of the above-mentioned aspects 1 to 7, such that one of the predetermined game mediums is associated with a plurality of types of lottery processes in the second processing, each of which follows different rules. According to this configuration, when the predetermined game medium is acquired, a plurality of types of second lotteries can be executed, thereby increasing the appeal of the predetermined game medium to users.
[0126] A game system according to a ninth aspect of the present invention may be configured in any one of the first to eighth aspects above, such that the lottery object of the lottery process in the second process further includes a right that enables the lottery process in the second process to be executed, and the second process may include processing for associating the right with a user when the right is identified by the lottery process in the second process. With this configuration, even if the second lottery does not result in a win of a predetermined gaming medium and / or another gaming medium, there is a possibility that the second lottery can be executed again, thereby increasing the appeal of the second lottery to users.
[0127] A game system according to a tenth aspect of the present invention, in the fourth aspect described above, may be configured such that, when the lottery process in the second process identifies another game medium that is different from the predetermined game medium and the other game medium, the second processing unit converts the identified other game medium into a right that enables the lottery process in the second process and performs a conversion process to associate the identified other game medium with the user. With this configuration, even if the predetermined game medium and / or the other game medium is not won in the second lottery, there is a possibility that the second lottery can be held again, thereby increasing the appeal of the second lottery to users.
[0128] According to an eleventh aspect of the present invention, a game program causes a computer to execute the following steps: a first process (S302) for associating a gaming medium selected from a plurality of gaming media with the user based on a predetermined rule in response to receiving a first instruction from the user; a second process (S310) for associating a gaming medium selected from a plurality of gaming media with the user in response to receiving a second instruction from the user, the second process being a lottery process for selecting a gaming medium from the plurality of gaming media by lottery, the lottery process following rules different from the predetermined rule; a step (S306) for enabling acceptance of the second instruction when the gaming medium selected in the first process is the predetermined gaming medium; and a step for enabling acceptance of the first instruction both while the second instruction is available and while the second instruction is unavailable. This configuration achieves the same effects as those of the first aspect.
[0129] A gaming device (30) according to a twelfth aspect of the present invention includes a first processing unit (313a) that performs a first process of associating a gaming medium selected from a plurality of gaming media (C) with the user based on a predetermined rule in response to receiving a first instruction from the user, a second processing unit (313b) that performs a second process of associating a gaming medium selected from a plurality of gaming media by lottery in response to receiving a second instruction from the user, the second process being a lottery process in which a rule for selecting a gaming medium is different from the predetermined rule in the lottery process, a second processing control unit (313d) that enables the acceptance of the second instruction when the gaming medium selected in the first process is a predetermined gaming medium (KC), and a first processing control unit (313c) that enables the acceptance of the first instruction both while the second instruction is available and while the second instruction is unavailable. This configuration achieves the same effects as those of the first aspect.
[0130] According to a thirteenth aspect of the present invention, an information processing method includes the steps of: performing a first process (S302) in response to receiving a first instruction from a user, associating a gaming medium identified from a plurality of gaming media with the user based on a predetermined rule; performing a second process (S310) in response to receiving a second instruction from the user, a lottery process for identifying a gaming medium from the plurality of gaming media by lottery, where the lottery process follows rules different from the predetermined rule; enabling acceptance of the second instruction if the gaming medium identified in the first process is the predetermined gaming medium; and enabling acceptance of the first instruction both while the second instruction is available and while the second instruction is unavailable. This configuration achieves the same effects as the first aspect.
[0131] [Software or hardware implementation examples] In the above-described embodiment and each modified example, an example has been described in which the control unit 110 of the center server 10 and the control unit 310 of the game machine 30 are realized by software. That is, a program executed by a computer to achieve an object according to one aspect of the present invention is stored in the storage units 120 and 320 of the computer shown in Fig. 2, and the control units 110 and 310 read and execute the program, thereby realizing the control unit 110 of the center server 10 and the control unit 310 of the game machine 30.
[0132] In this case, the storage units 120 and 320 that store the above programs may be "non-transitory tangible media," such as ROM (Read Only Memory), as well as tapes, disks, cards, semiconductor memories, programmable logic circuits, etc.
[0133] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves). Another aspect of the present invention may be realized in the form of a data signal embedded in a carrier wave, in which the program is embodied by electronic transmission.
[0134] The control unit 110 of the center server 10 and / or the control unit 310 of the game machine 30 may be realized not only by software but also by a logic circuit (hardware) formed on an integrated circuit (IC chip) or the like.
[0135] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0136] 1. Game System 10. Central Server 110 control unit 111 Service Management Department 112 Lottery Section 120 Storage Unit 50 Game Screens 30 gaming consoles 310 Control Unit 311 Progress Control Unit 312 Data Management Department 313 Lottery control unit 313a First Processing Section 313b Second Processing Section 313c First processing control unit 313d Second processing control unit 320 Memory Unit 330 monitor 340 Speaker 350 touch panel S1, S2, S3 screen OJ1 Icon OJ2~OJ3 UI Objects PG1 Server Program PG2 Game Program
Claims
1. a first processing unit that performs a first process of associating a gaming medium identified from a plurality of gaming media with the user based on a predetermined rule in response to receiving a first instruction from the user; a second processing unit that performs a lottery process to identify a gaming medium from among a plurality of gaming media by lottery in response to receiving a second instruction from the user, and that associates the gaming medium identified by the lottery process, the lottery process following rules different from the predetermined rules, with the user; a second processing control unit that enables the second instruction to be accepted when the gaming medium identified in the first processing is a predetermined gaming medium; a first processing control unit that enables acceptance of the first instruction both while the second instruction is available and while the second instruction is not available, the second processing control unit extends the period during which the second instruction can be accepted when the predetermined game medium is associated with a user during the period during which the second instruction can be accepted; Game system.
2. Further comprising a progress control unit that processes the progress of a game using a gaming medium, The process of progressing the game by the progress control unit is to progress the game using a plurality of the same game media. including a process of performing The predetermined gaming medium is included in the plurality of gaming media in the lottery process. The game system according to claim 1 .
3. The first process is a lottery process for identifying a gaming medium from among the plurality of gaming media by lottery; The first process and the second process have different rules for drawing lots. The game system according to claim 1 .
4. The second processing control unit When the gaming medium identified in the first processing is a predetermined gaming medium, whether or not the second instruction is to be accepted is determined by lottery, and when it is determined that the second instruction is to be accepted, the second instruction is accepted. The game system according to claim 1 .
5. The plurality of gaming media in the first processing includes a plurality of types of the predetermined gaming media, the plurality of types of the predetermined game media are associated with lottery processes in the second process, the lottery processes following different rules; The game system according to claim 1 .
6. A plurality of types of lottery processes in the second processing, each of which follows different rules, are associated with one of the predetermined gaming media. The game system according to claim 1 .
7. The lottery subject of the lottery process in the second process further includes a right to enable the lottery process in the second process, the second process includes, when the right is identified by the lottery process in the second process, associating the right with the user; The game system according to claim 1 .
8. A computer comprising: performing a first process of associating a gaming medium identified from among a plurality of gaming media with the user based on a predetermined rule in response to receiving a first instruction from the user; a step of performing a second process of associating the game medium identified by a lottery process, which identifies a game medium from among a plurality of game media by lottery in response to receiving a second instruction from the user, with the user, the lottery process following rules different from the predetermined rules when conducting the lottery; a step of enabling acceptance of the second instruction when the gaming medium identified in the first processing is a predetermined gaming medium; enabling the first instruction to be accepted both while the second instruction is available for acceptance and while the second instruction is not available for acceptance; In the step of enabling acceptance of the second instruction, when the predetermined game medium is associated with a user during a period during which acceptance of the second instruction is possible, the computer is caused to extend the period during which acceptance of the second instruction is possible. Game program.
9. A first processing unit that performs a first process of associating a gaming medium identified from a plurality of gaming media with the user based on a predetermined rule in response to receiving a first instruction from the user; a second processing unit that performs a lottery process to identify a gaming medium from among a plurality of gaming media by lottery in response to receiving a second instruction from the user, and that associates the gaming medium identified by the lottery process, the lottery process following rules different from the predetermined rules, with the user; a second processing control unit that enables the second instruction to be accepted when the gaming medium identified in the first processing is a predetermined gaming medium; a first processing control unit that enables acceptance of the first instruction both while the second instruction is available and while the second instruction is not available, the second processing control unit extends the period during which the second instruction can be accepted when the predetermined game medium is associated with a user during the period during which the second instruction can be accepted; Game device.
10. An information processing method executed by one or more computers, comprising: performing a first process of associating a gaming medium identified from among a plurality of gaming media with the user based on a predetermined rule in response to receiving a first instruction from the user; a step of performing a second process of associating the game medium identified by a lottery process, which identifies a game medium from among a plurality of game media by lottery in response to receiving a second instruction from the user, with the user, the lottery process following rules different from the predetermined rules when conducting the lottery; a step of enabling acceptance of the second instruction when the gaming medium identified in the first processing is a predetermined gaming medium; enabling acceptance of the first instruction both while the second instruction is available for acceptance and while the second instruction is not available for acceptance; In the step of enabling acceptance of the second instruction, if the predetermined game medium is associated with a user during a period during which acceptance of the second instruction is possible, the period during which acceptance of the second instruction is possible is extended. Information processing methods.