Storage medium and game device

The program and game device improve multiplayer game convenience and entertainment by enabling team-based battles with strategic unit combinations and terrain-dependent advantages, enhancing the overall gaming experience.

JP2026032759APending Publication Date: 2026-02-27BANDAI CO LTD
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Patent Information

Application Number
JP2024135659
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-15
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

Existing games lack convenience and entertainment value in competitive multiplayer experiences.

Method used

A program and game device that facilitate matches between teams of players, record match results in memory areas, and register these results when matches conclude without failures, incorporating game elements like pilots and ships with varying types and parameters, and allow strategic unit combinations on battlefields with terrain suitability.

Benefits of technology

Enhances the convenience and entertainment of multiplayer games by providing strategic depth and exciting gameplay experiences through team battles and terrain-based advantages.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game with improved convenience and amusement.MEANS FOR SOLVING THE PROBLEM: The program causes the computer to function as a match execution section configured to execute a match between a first team including a plurality of players and a second team including a plurality of players, a storage area setting section configured to set, in the recording section, a recording area associated with each match between the first team and the second team and configured to record a result of the match, and a registration section configured to register the result of the match between the player of the first team and the player of the second team in the recording area associated with the match. The registration means registers the match result on condition that the match has reached the result stage and no failure has occurred during the progress of the match.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

[0001] The present invention relates to a program and a game device. [Background technology]

[0002] There are games in which multiple players compete against each other using multiple game devices (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-056129 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in such games, it is an important issue to improve the convenience and enjoyment of the game.

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a game device that provide a game that is more convenient and entertaining. [Means for solving the problem]

[0006] One aspect of the present invention is a program that causes a computer to function as: match execution means for executing a match between a first team including a plurality of players and a second team including a plurality of players; memory area setting means for setting a memory area in the recording means that is associated with each match between the first team and the second team and in which the match results are recorded; and registration means for registering the match results between players on the first team and players on the second team in the memory area associated with each match, wherein the registration means registers the match results when the match reaches a result stage and no failure occurs during the progress of the match.

[0007] One aspect of the present invention is a game device comprising: a match execution means for executing a match between a first team including a plurality of players and a second team including a plurality of players; a memory area setting means for setting a memory area in the recording means, which is associated with each match between the first team and the second team and in which the match results are recorded; and a registration means for registering the match results between players on the first team and players on the second team in the memory area associated with each match, wherein the registration means registers the match results when the match reaches a result stage and no failure occurs during the progress of the match. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a game that is more convenient and entertaining. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and the character information has attack type information. [Figure 3] FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a ship and the type of the ship is attack-type character information. [Figure 4] FIG. 4 is a diagram showing an example of a battle field in a battle according to this embodiment. [Figure 5] FIG. 5 is a diagram showing an example of a field. [Figure 6] FIG. 6 is a front external view of the game device 1 according to the embodiment of the present invention. [Figure 7] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention. [Figure 8] FIG. 2 is a diagram showing an example of a game element database 190 (game element DB190). [Figure 9]FIG. 9 is a diagram for explaining changes in the game mode. [Figure 10] FIG. 10 is a diagram for explaining changes in the game mode. [Figure 11] FIG. 11 is a diagram showing an example of the set storage area. [Figure 12] FIG. 12 is a diagram for explaining a method for storing the match results in the storage area of ​​the match result management unit 118. In FIG. [Figure 13] FIG. 13 is a diagram showing an example of a method for calculating the total value of remaining parameters in a completed match (individual match). [Figure 14] FIG. 14 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. [Figure 15] FIG. 15 is a diagram for explaining the operation of the game device 1. In FIG. [Figure 16] FIG. 16 is a flowchart of the screen display process of the game device 1. [Figure 17] FIG. 17 is a diagram for explaining the operation of the game device 1. In FIG. [Figure 18] FIG. 18 is a flowchart of the match result recording process by the match result management unit 118. [Figure 19] FIG. 19 is a flowchart showing the operation of the battle field determination unit 304 of the server 2. [Figure 20] FIG. 20 is a block diagram of the game device 1 according to the second modification of the embodiment. [Figure 21] FIG. 21 is a block diagram of the server 2 according to the third modification of the embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0010] An embodiment of the present invention will be described.

[0011] <Overall structure> FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in FIG. 1, the game system is configured to include one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 can be connected to a communication line N and can communicate with each other. The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.

[0012] The game device 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and is capable of performing data communication with the server 2. The game device 1 is, for example, an arcade game device, a smartphone, a mobile phone, a portable game device, a home-use game device, a personal computer, a tablet computer, a controller for a home-use game device, or the like. There are basically multiple game devices 1, and each is operated by a player.

[0013] The server 2 is a server system including one or more server devices, storage devices, etc. The server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game and distribute game programs and data necessary for executing the game on the game device 1. Furthermore, as will be described in detail later, when a player is identified when using the game device 1, that is, when a competitive game service is provided after the player has been identified, the server 2 updates the information managed about each player based on the usage details (game play history).

[0014] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 via the server 2 and communication line N, but is not limited to competitive games between players (humans) and also includes cases where one of the players is a non-player character provided by the server 2. Furthermore, games for which a play experience is provided on the game device 1 are not limited to competitive games between players and may include games configured for single player use.

[0015] In the following embodiments, the present invention is applied to a game device that displays a screen on which game elements are arranged on a battle field and executes a battle game in which the game progresses. However, the present invention can be applied to any device that can execute a game in which a screen on which game elements are arranged on a battle field is displayed.

[0016] <Game elements and overview of the fighting game> To facilitate understanding of the configuration of the present embodiment, the following will describe game elements used in the fighting game according to the present embodiment and an overview of the fighting game.

[0017] The fighting game according to this embodiment features multiple types of game elements. The game elements are characters (characters, mounts, items, etc.) and are represented by embodied images, virtual or physical objects, etc. Images include still images and videos. An example of a virtual or physical object is a game card, which is an object with physical volume (a real object). Note that the object is not limited to a game card, but may be any object configured to identify a game element associated with the object. The object may also be a shaped object such as a figurine having the appearance of a game element, for example.

[0018] In this embodiment, the multiple types of items are all tangible game cards, and each is described as being associated with one game element that appears in a competitive game that provides a play experience on the game device 1. The game element to which a game card is associated can be identified by a game element reading unit (described later) acquiring identification information (element ID) for identifying the game element attached to the game card. The identification information (element ID) may be added to the game card by, for example, printing a one-dimensional or multidimensional code obtained by converting the identification information for identifying the game element onto the game card, or by recording the identification information on a near field communication (NFC) tag or IC chip included in the game card, or by other methods.

[0019] In a competitive game, each player can use multiple game elements, and by obtaining information from a game card prior to the start of the game (before the sequence in which the game elements are actually operated to progress begins), the game elements associated with that game card can be registered as game elements to appear in the game (to be used by the player).

[0020] In this embodiment, there are multiple game elements that the player can introduce into the game, but there are mainly two: a first game element and a second game element. The first game element is the pilot, and the second game element is the aircraft operated by the pilot. Furthermore, each of the first game element and the second game element has multiple different types.

[0021] The types of pilots, which are the first game elements, include, for example, an attack type (first type) and a defense type (second type). The attack type is a type whose main purpose is to attack the opposing player's game elements and attacks the opposing player's game elements without protecting the player's other game elements. The defense type is a type whose main purpose is to defend the player's other game elements and attacks the opposing player's game elements in order to protect the player's other game elements. Note that the types and numbers are merely examples and are not limited to these types and numbers. For example, there may be multiple attack types depending on the types of the opposing player's game elements, such as an attack type that can only attack X types of the opposing player's game elements and an attack type that can only attack Y types of the opposing player's game elements.

[0022] The types of the ship used as the second game element include, for example, an attack type (first type) and a defense type (second type). The attack type is a type whose main purpose is to attack the opposing player's game elements and attacks the opposing player's game elements without protecting the player's other game elements. The defense type is a type whose main purpose is to defend the player's other game elements and attacks the opposing player's game elements in order to protect the player's other game elements. As a further type, a range (attack) type (third type) according to the range (attack) distance of the weapon that can be used by the ship may be provided. For example, if the weapon that can be used is a long-range weapon, it is a long-range type, and if the weapon that can be used is a close-range weapon, it is a close-range type. Note that the types and numbers are merely examples and are not limited to these types and numbers.

[0023] These types do not necessarily correspond one-to-one to each game element, but may correspond one-to-many. For example, the second game element, a ship, may have two types: a defensive type and a long-range type. Ships of this type can attack game elements located far away from the opposing player using long-range weapons in order to protect the player's other game elements.

[0024] Furthermore, the first game element or the second game element has, in addition to character information of the type or type of the first game element or the second game element, various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) suitable for that type. For example, an attack type would have parameters specialized for attack. Furthermore, terrain suitability affects the battle on the battle field, which will be described later. In other words, the more suitable the terrain characteristics of the battle field on which the battle is held are, the more advantageous the battle can be. These various parameters may be changed as the battle game progresses.

[0025] Furthermore, some first game elements or second game elements have special abilities called abilities. These abilities are used to gain an advantage in the game and to strengthen game elements. For example, an ability can increase the attack power of an opposing player against game elements for a specified period of time when certain activation conditions are met. Abilities can be activated automatically when the activation conditions are met, or can be activated at the player's discretion when the activation conditions are met. Some abilities can be activated only once during a match, while others can be activated multiple times.

[0026] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and character information of the pilot type is of the attack type. By reading the identification information and the like written on the game card P1 with the game element reading unit, the game device 1 can acquire the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a piloted mecha, the type is of the attack type, the ability is shattering (attacks when a locked-on enemy unit enters the attack range), and the terrain characteristics are "S" for ground, "B" for space, "A" for desert, and "C" for underwater (S, A, B, C are the order of suitability for the battle field). By reading the identification information and the like written on the game card M1 with the game element reading unit, the game device 1 can acquire the character information and abilities of the game card M1.

[0027] Furthermore, in the battle game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a squadron) appears. This unit is composed of a combination of a pilot, which is a first game element, and a mech, which is a second game element. In other words, a player can associate and register a pilot as an element that operates the mech in the battle game. This allows a player to have a unit, which is a pair of a mech and a pilot, appear in the battle game.

[0028] The capabilities of a unit can be, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the pilot's mecha, which is the second game element. Furthermore, the unit has behavioral characteristics that define (or restrict) what actions the unit can take in a battle of the fighting game. The behavioral characteristics of the unit are subordinate (dependent) to at least one of the constituent elements, the pilot's type (kind), which is the first game element, or the pilot's type (kind), which is the second game element.

[0029] If the behavioral characteristics of a unit are made dependent only on the type (kind) of the pilot, which is the first game element, the type (kind) of the aircraft they pilot will not be reflected, but the behavioral characteristics will reflect the type of the pilot. For example, if the type of pilot that makes up the unit is a defensive type and the type of aircraft that makes up the unit is an attacking type, the type of aircraft will not be reflected, and the unit's behavioral characteristics will be such that its main purpose is to protect the player's game elements, and attacks on the opposing player's game elements will be limited to protecting the player's other game elements. Furthermore, if the behavioral characteristics of a unit are made dependent only on the type (kind) of the aircraft they pilot, which is the second game element, the type (kind) of the pilot will not be reflected, but the behavioral characteristics will reflect the type of aircraft they pilot.

[0030] In this way, when a unit's behavioral characteristics are subordinated to only one type of game element, the player must consider the types of the pilot and the mech that make up the unit when selecting the pilot and mech that make up the unit. This is because the unit's abilities are, for example, the sum of the character information of the constituent game elements (pilot and mech), and if the wrong type is selected, the unit's abilities will not be exerted. On the other hand, if the types of the constituent game elements (pilot and mech) are selected appropriately, for example, if the pilot type and the mech type are the same defensive type, the unit will be able to exert abilities that match its behavioral characteristics.

[0031] On the other hand, the behavioral characteristics of a unit can also be made subordinate (dependent) to both the type (kind) of the pilot, which is a first game element, and the type (kind) of the aircraft, which is a second game element. For example, the type of pilot, which is a first game element, can be an attack type or a defense type, and the type of aircraft, which is a second game element, can be a range (attack) type. In such a case, the behavioral characteristics of a unit that combines a defense type pilot with a long-range type aircraft will be such that it uses a weapon with a long range (attack distance) to attack the opposing player's game elements at a distance in order to defend the player's other game elements. In this way, a game with a high level of strategy can be provided to the player.

[0032] Furthermore, the terrain suitability of the first or second game element can be added as a unit's ability. Terrain suitability refers to the degree of suitability for the terrain of the battle field, which will be described later. The terrain suitability of the first or second game element varies depending on the type of the first or second game element. For example, some types are suitable for ground combat, while others are suitable for aerial combat, such as in space. Thus, the type of first or second game element that is suitable depends on the type of terrain of the battle field. In this embodiment, a case is described in which the aircraft piloted by the second game element has terrain suitability, but the pilot of the first game element may also have terrain suitability. Furthermore, in this embodiment, terrain suitability has four levels of suitability for the battle field, with terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C being the highest suitability. For a unit composed of a first game element and a second game element, the higher the terrain suitability of the second game element, the higher the unit's parameters will be during a battle on a battle field with that terrain (giving the unit an advantage in the battle). For example, terrain suitability S increases the parameters by 10 percent, terrain suitability A increases the parameters by 5 percent, terrain suitability B leaves the parameters unchanged, and terrain suitability C decreases the parameters by 5 percent.

[0033] Next, an outline of the competitive game will be explained.

[0034] The competitive game of this embodiment has a normal mode in which players play a competitive game against each other, and a tournament mode in which a first team including multiple players competes against a second team including multiple players.

[0035] In the normal mode, anyone can participate, players pay a fee, and players compete against each other individually. Experience points are awarded based on the results of the matches. Unlike the tournament mode, which will be described later, the normal mode is a mode that does not have a limited duration. The player's rank is determined by the total experience points awarded.

[0036] Tournament mode is a mode in which a tournament is held that does not require payment and can be participated in under certain conditions. Tournament mode is a mode that is only applicable during the tournament period and has a limited execution period. A tournament is a team battle between a first team including multiple players and a second team including multiple players. A team battle includes multiple individual battles in which players from each team compete against each other. For example, in a team battle between a first team consisting of players A, B, and C and a second team consisting of players D, E, and F, the team battle consists of an individual battle between players A and D, an individual battle between players B and E, and an individual battle between players C and F.

[0037] In a team battle, one game device 1 is assigned to each team, and players on that team use the game device 1 assigned to that team to play an individual battle against players on the opposing team. The outcome of a team battle can be determined by the number of wins and losses in the individual battle, but in this embodiment, the outcome is determined based on the total value of parameters of each player on the first team and the total value of parameters of each player on the second team. The parameters of each player are the remaining amount of parameters (remaining parameters) associated with the player at the end of the individual battle. Remaining parameters include, for example, the player's remaining stamina, remaining hit points, and remaining value of the player's base at the end of the individual battle. These parameters are at maximum values ​​at the start of the individual battle, and decrease as the battle progresses due to attacks by the opposing player, etc., except in special circumstances such as blocking all attacks from the opposing player.

[0038] For example, in a match (first round) between player A of team 1 and player D of team 2, if player A's remaining parameter is 50 and player D's remaining parameter is 0, player A wins. In a match (second round) between player B of team 1 and player E of team 2, if player B's remaining parameter is 60 and player E's remaining parameter is 30, player B wins. In a match (third round) between player C of team 1 and player F of team 2, if player C's remaining parameter is 0 and player F's remaining parameter is 100, player D wins. The number of wins for the first team is 2 and the number of wins for the second team is 1, but the total value of the first team's remaining parameters is 110 (= 50 + 60 + 0), and the total value of the second team's remaining parameters is 130 (= 0 + 30 + 100), so the second team wins. This is how the outcome of a team match is determined.

[0039] Next, a battle in a battle game will be described.

[0040] In this embodiment, the battle progresses by deploying (placing) the units (troops) registered for each player on a battle field of a specified size, and performing movement and attack actions (the execution of these actions is accepted by the operation input unit, which will be described later).

[0041] FIG. 4 is a diagram showing an example of a battle field in a battle in this embodiment. In one aspect shown below, there is a battle field 30. The battle field 30 has a player's base 31 and an opposing player's base 32 arranged on it. Each player becomes the winner of the battle game by destroying the opposing player's base (by reducing its durability value to 0). In the following explanation, the type of battle field will be described as a field, and the field actually used in the battle will be described as a battle field.

[0042] There are multiple terrain categories for fields. FIG. 5 is a diagram showing an example of a field. The example in FIG. 5 illustrates the following terrain categories: an underwater field that imitates the ocean floor, a space field that imitates space, a desert field that imitates a desert, a ground field that imitates a city or the like, and a random field in which a field is randomly selected from the above fields. Each terrain category may also include two or more types of battle fields. For example, the space category may include a space 1 field and a space 2 field.

[0043] One field is selected as the battle field from the plurality of fields described above based on a selection by the player or a lottery or predetermined rules by the system side.

[0044] At the start of the battle game, information about the units registered by the opposing player is not known. Players can deploy each of their registered units onto the battle field 30 at any time after the start of the battle game, and the opposing player is notified of the game elements (aircraft and pilot) that make up that unit when the unit is deployed onto the battle field 30. This configuration makes it possible to provide players with the excitement of strategically developing the game while assessing the units and actions of the opposing player.

[0045] <Configuration of Game Device 1> FIG. 6 is a front external view of the game device 1 according to the embodiment of the present invention.

[0046] The game device 1 is equipped with a display unit 10 (display 10) that displays information necessary for progressing in the game, such as menus, and the game field, a first operation unit 11, first game element reading units 12a to 12e for registering first game elements (pilots) to appear in the competitive game from game cards held by the players, second game element reading units 13a to 13e for registering second game elements (shipped aircraft) to appear in the competitive game from game cards held by the players, and a second physical operation unit 14 that is provided separately and independently.

[0047] Games and various information are displayed on the display unit 10. The display unit 10 is provided with an integrally configured touch operation panel. This touch operation panel has the function of the first operation unit 11.

[0048] The first operation unit 11 is used by the player to input various operations related to the game, and outputs an operation input signal to the processing unit 20 in accordance with the operation input.

[0049] The first game element reading units 12a to 12e are readers that read character information of pilots, which are first game elements to appear in the game, from game cards. The game device 1 of this embodiment is provided with five first game element reading units 12a to 12e so that up to (upper limit) five pilots can be registered as usable game elements. A player sets (places) a game card P of a pilot (first game element) to appear in the competitive game from among the game cards he or she owns on one of the first game element reading units 12a to 12e, whereby the first game element reading units 12a to 12e can read identification information and the like of the game card of the pilot (first game element).

[0050] The second game element reading units 13a to 13e are readers that read character information of a boarded unit, which is a second game element to be made to appear in the game, from a game card. The game device 1 of this embodiment is provided with five second game element reading units 13a to 13e so that up to (upper limit) five boarded units can be registered as game elements to be used. A player sets (places) a game card of a boarded unit (second game element) to be made to appear in the battle game from among the game cards he owns on one of the second game element reading units 13a to 13e, and the second game element reading units 13a to 13e can read identification information and the like of the game card of the boarded unit (second game element).

[0051] Players can then start a battle game by organizing up to five units (squads), which are game elements that consist of one registered pilot and one piloted aircraft. In other words, the maximum number of piloted aircraft that can be registered for a unit (squad) is the same as the maximum number of pilots that can be registered (upper limit), which is set to five.

[0052] Note that, for example, if the number of game cards from which information can be acquired is less than the maximum number (upper limit) of aircraft or pilots, such as when the player has just started using the game device 1 or when the player does not carry game cards, each of the game elements constituting a unit (squad) does not necessarily need to be registered based on information acquired from the game cards. In this case, game elements prepared on the game device 1 side may be additionally registered, and the maximum number of aircraft and pilots may be registered, forming a squad of five. Furthermore, in an aspect in which a concept such as cost is introduced into registration, the number of units (squads) to be registered may be set to a number less than the maximum number.

[0053] In addition, in this embodiment, one pilot is associated with one aircraft and registered as one unit, but the implementation of the present invention is not limited to this. That is, the game elements that make up one unit may be associated with multiple pilots for one aircraft, or one pilot for multiple aircraft.

[0054] The second operation unit 14 is, for example, a physical button, switch, or the like, and by pressing a button, the player can input various operations related to the game.

[0055] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.

[0056] The game device 1 includes a display unit 10, a first operation unit 11, first game element reading units 12a to 12e, second game element reading units 13a to 13e, a second operation unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, a memory unit 19, and a processing unit 20.

[0057] The display unit 10 displays various game screens based on image signals output from the processing unit 20. The functions of the display unit 10 can be realized by a display device such as a flat panel display such as a liquid crystal display, a projector, or a head-mounted display.

[0058] The first operation unit 11 is used by the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 20. Various icons are displayed at the player's operation input position, and when the player touches an icon, an operation input signal corresponding to that icon is output to the processing unit 20.

[0059] As described above, the first game element readers 12a to 12e are five first game element readers, which are the upper limit of the number of registered first game elements, and are readers that read character information of pilots, which are first game elements to be made to appear in the game, from game cards held by players. Reading of the first game elements from game cards is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the identification information, etc., of the game card, which is printed on the game card. Furthermore, if the identification information, etc. of the game card is recorded on a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 20 together with a reader ID (e.g., reader ID = 121), which is identification information of the device itself.

[0060] As described above, the second game element reading units 13a to 13e are five second game element reading units, which is the upper limit of the number of registered second game elements, and are readers that read character information of the aircraft, which is the second game element to be made to appear in the game, from the game card held by the player. Reading of the second game elements from the game card is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the identification information, etc. of the game card, which is printed on the game card. Also, if the identification information, etc. of the game card is recorded on a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 20 together with the reader ID (e.g., reader ID = 131), which is the identification information of the device itself.

[0061] A unit is composed of a first game element read by the first game element reading unit 12a-12e and a second game element read by the second game element reading unit 13a-13e. As described above, one unit is a combination of a pilot (the first game element) and a plane (the second game element). Therefore, to make it easy for a player to identify the combination of the pilot (the first game element) and the plane (the second game element) that make up a unit, the first game element reading unit 12a-12e and the second game element reading unit 13a-13e are arranged so that at least one side of the first game element reading unit 12a-12e and one side of the second game element reading unit 13a-13e that make up a pair are adjacent to each other. For example, the bottom side of the first game element reading unit 13a and the top side of the second game element reading unit 13a are arranged so that they are adjacent to each other, forming a vertical pair. This allows the player to easily understand that the pilot of the game card read by the first game element reading unit 12a and the aircraft on the game card read by the second game element reading unit 13a form a pair to form a unit. The same applies to the other combinations of the first game element reading units 12b to 12e and the second game element reading units 13b to 13e.

[0062] The second operation unit 14 is a physical switch, button, or the like, and receives an operation from the player and outputs an operation input signal to the processing unit 20 in accordance with the operation.

[0063] The price detection unit 15 detects that a price has been paid in the game device 1. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin has been inserted into an insertion slot (not shown) of the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to a predetermined electronic money. The game device 1 of this embodiment will be described as starting to provide a service, including the provision of a series of game play experiences, based on the payment of a price for starting the provision of the service. The payment of the price can also be detected after the provision of the service has started.

[0064] The user information reading unit 16 acquires information from an item that records a player ID (player identification information) in order to identify a player who uses the game device 1. In this embodiment, the item that records the player ID is a player card configured in the form of a card.

[0065] The sound output unit 17 is a speaker or the like for outputting sound effects and the like related to the game based on the sound signal output from the processing unit 10.

[0066] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to the external device via a communication line N (whether wired or wireless) and enable transmission and reception of data. The communication unit 18 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the server 2 via the communication line N. The communication unit 18 also receives information from the external device via, for example, the communication line N.

[0067] The recording medium 19 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The recording medium 19 stores operation programs for each unit of the game device 1, as well as information on parameters required for the operation of each unit and various graphics data used in the fighting game executed by the game device 1.

[0068] The recording medium 19 also stores a game element database 190 (game element DB190). The game element DB190 is a database that manages information (element information) about each game element that appears in a game. In the game device 1 of this embodiment, a player can place a game card on the first game element reading units 12a-12e and the second game element reading units 13a-13e during game play and cause information to be acquired, thereby causing the game element associated with the game card to appear in the game. As shown in FIG. 8, for example, the element information managed for one game element includes: type information 192 indicating a type in the game assigned to the game element, associated with an element ID (identification information) 191 that uniquely identifies the game element; drawing information 193 including graphics data and the like used to generate a screen when the game element appears in the game; character information 194 describing the name, attributes, and the like of the game element as well as parameters and the like determined for each element level of the game element; and terrain suitability information 195. Character information 194 and terrain suitability information 195 are information that is referenced in a game in which game elements appear, and are involved in controlling the progress of the game.

[0069] In this embodiment, the game element DB 190 stores graphics data, parameter information, terrain suitability information, etc., and the element information includes these pieces of data, but the present invention is not limited to this. The element information may also include information indicating the storage location of each piece of information.

[0070] The processing unit 20 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, operation input signals from the first operation unit 11, the first game element reading unit 12, the second game element reading unit 13, and the second operation unit 14, and the like. The functions of the processing unit 20 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. Specifically, the processing unit 20 controls the operation of each unit by reading out the operation program of each unit recorded in the recording unit 19, for example, and expanding and executing the program in memory. The processing unit 20 includes, as main functional units, a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a matching request unit 113, a first operation detection unit 114, a second operation detection unit 115, a game mode control unit 116, a battle field presentation unit 117, and a battle result management unit 118.

[0071] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 12a-12e and the second game element reading units 13a-13e. At this time, it also acquires reading unit IDs that identify the first game element reading units 12a-12e and the second game element reading units 13a-13e that read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 12a-12e will be referred to as 12a-12e, and the reading unit IDs of the second game element reading units 13a-13e will be referred to as 13a-13e). The game element acquisition unit 110 acquires, from the game element DB 190, type information 192, drawing information 193, character information 194, and terrain suitability information 195 that are associated with the element ID 191 of the acquired game card. Then, the game element acquisition unit 110 associates the reader ID with the game element ID 191, type information 192, drawing information 193, character information 194, and terrain suitability information 195, and outputs them to the unit configuration unit 111 and the game execution unit 112. The first game element readers 12a to 12e and the game element acquisition unit 110 function as first game element registration means. The second game element readers 13a to 13e and the game element acquisition unit 110 function as second game element registration means.

[0072] The unit configuration unit 111 receives the reader ID, element ID 191, type information 192, drawing information 193, character information 194, and terrain suitability information 195 from the game element acquisition unit 110, and configures one unit (squad) from a pair of a pilot, which is a first game element, and a plane, which is a second game element. The unit configuration unit 111 identifies the pair of the first game element and the second game element from the reader ID. In this embodiment, combinations of reader IDs (reader ID: 12a, reader ID: 13a), (reader ID: 12b, reader ID: 13b), (reader ID: 12c, reader ID: 13c), (reader ID: 12d, reader ID: 13d), and (reader ID: 12e, reader ID: 13e) correspond to the game elements that configure one unit.

[0073] The unit configuration unit 111 identifies the first and second game elements to be paired by identifying the element ID 191 associated with each pair of reader IDs. The unit configuration unit 111 then configures a unit using the type information 192, drawing information 193, parameter information 194, and terrain suitability information 195 associated with the element ID 191. The unit's capabilities are, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the aircraft, which is the second game element. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level and correction parameters for each game element, may be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. The unit's behavioral characteristics are subordinated (dependent) to at least one of the pilot's type (type), which is the first game element, or the aircraft's type (type), which is the second game element, which are components of the unit.

[0074] Furthermore, the unit construction unit 111 can add the terrain suitability of the first game element or the second game element as the unit's capabilities. For example, if the boarding unit of the second game element has terrain suitability, a unit including the boarding unit of the second game element as a component can have the terrain suitability of the boarding unit of the second game element. The unit construction unit 111 uses the unit's terrain suitability information 195 to increase or decrease the unit's parameters according to the terrain category of the battle field. Then, before the battle, the unit's terrain suitability for the terrain category of the battle field is presented to the player. This is to allow the player to construct a unit suitable for the battle field. In this embodiment, terrain suitability has four levels: terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C, in descending order of suitability. The unit construction unit 111 then presents the terrain suitability of each constructed unit using one of terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C.

[0075] The game execution unit 112 controls the series of games from the start to the end of the competitive game (including the display of game images). In normal mode, the game execution unit 112 starts the competitive game when the price detection unit 15 detects payment of a price. In tournament mode, the game execution unit 112 starts the competitive game through a predetermined operation. In the competitive game, the units (units) configured by the unit configuration unit 111 are placed on the battle field, and the progress of the battle is controlled in accordance with the operation input made by the player to the units. In the battle, the game execution unit 112 calculates attack and defense using various parameters of each unit, determines whether the units are in a battle-ready or battle-unready state, and progresses the game.

[0076] In the normal mode, which requires payment, the game execution unit 112 dispenses one card from a card dispensing slot (not shown) after the end of the competitive game. On the other hand, in the tournament mode, which does not require payment, the game execution unit 112 does not dispense a card even after the end of the competitive game.

[0077] Furthermore, prior to the start of the game, the game execution unit 112 reads player information from the player card. The player card is an IC card or the like, and stores the player's name, avatar information, and player parameters (experience points, etc.). The game execution unit 112 reads this information from the player card. The player information may be stored in the game server 2, or the corresponding player information may be obtained from the identification information on the player card. For matches in normal mode, the game execution unit 112 updates information such as experience points to reflect the match results, but does not update information such as experience points to reflect the match results for matches in tournament mode. In the tournament mode, an administrator may manage the game devices 1 assigned to each team so that they can only be used by players on that team. However, in order to allow only players of the team assigned to that game device 1 to use that game device 1, the identification information of the players of each team may be registered in advance in the game device 1 or the server 2, and during the preparation stage for the match, the identification information of the players obtained from the player cards may be compared, and only if a match occurs, use of that game device 1 may be permitted.

[0078] The matching request unit 113 transmits a matching request to the server 2 to match two game devices installed in the same store or two game devices installed in different stores. After matching, data necessary for playing a competitive game is transmitted and received between the two matched game devices. In the tournament mode, one game device is assigned to each team, and in a team battle, the matching request is to match the assigned game devices 1 with each other.

[0079] The first operation detection unit 114 detects a first operation, which is a contact (touch) on the touch panel that is the first operation unit 11. When the first operation detection unit 114 detects a contact (touch) on the touch panel, it outputs information (coordinate information) of the contact (touch) position on the touch display to the game mode control unit 116.

[0080] When the second operation detection unit 115 detects a second operation on the second operation unit 14, it outputs it to the game mode control unit 116. The second operation on the second operation unit 14 is, for example, the switching of a switch or the pressing of a button.

[0081] The game mode control unit 116 is a unit that controls the game mode. Here, controlling the game mode includes selecting a battle mode (normal mode, tournament mode), selecting a battle field, controlling rematches in a tournament, and the like, and also displays the necessary screens. Although these controls are not performed during a battle, they are important operations that determine the battle game mode, and therefore changes in the mode due to inadvertent operations must be avoided. On the other hand, since there are multiple modes, operations must be considered depending on the number. Therefore, by combining operations on the first operation unit 11 and the second operation unit 14, changes due to inadvertent operations are prevented and multiple modes are controlled.

[0082] 9 and 10 are diagrams for explaining changes in the game mode. In this embodiment, the mode is changed by simultaneous detection of a first operation and a second operation, detection of the second operation while detecting the first operation, or detection of the first operation while detecting the second operation.

[0083] In the example of Figure 9, icons for "normal mode" and "tournament mode" are displayed on the display unit 10, and when the second operation detection unit 115 detects that the second operation unit 14 (button) is pressed (second operation) and the first operation detection unit 114 detects that either icon is touched (first operation), the game mode control unit 116 switches to the mode of the touched icon.

[0084] 10 shows an example in which, in tournament mode, the area of ​​the operation unit 11 of the display unit 10 is divided from the center into a first area 60 and a second area 61, allowing for multiple changes. The first area 60 is an area used when selecting the battle field to be used in the battle, and the second area 61 is an area used when restarting the battle.

[0085] In the example of FIG. 10(a), in the tournament mode, when the second operation detection unit 115 detects a press (second operation) on the second operation unit 14 and the first operation detection unit 114 detects a touch (first operation) within the first area 60, the selected field can be changed. Specifically, while the second operation detection unit 115 detects a press (second operation) on the second operation unit 14 (discontinuous operation), each time the first operation detection unit 114 touches (first operation) within the first area 60 (continuous operation), the selected field switches in the following order: undersea field, space field, desert field, ground field, and random field. Note that a sound may be output each time the field switches. The above-described operation is performed in the preparation stage of the game, which is comprised of the preparation stage, execution stage, and end stage.

[0086] In the example of FIG. 10(b), in the tournament mode, if the second operation detection unit 115 detects a press (second operation) on the second operation unit 14 and the first operation detection unit 114 detects a touch (first operation) within the second area 61, it is possible to select a match to be rematched (restarted). The selection of a match to be rematched changes the number of matches to be rematched each time the first operation detection unit 114 touches (first operation) within the second area 61 while the second operation detection unit 115 detects a press (second operation) on the second operation unit 14. The above-mentioned operation is performed in the end stage of the game, which is the preparation stage, execution stage, or end stage. The detection of the first operation and the detection of the second operation described above do not necessarily have to be simultaneous in time, and can occur in any order within a normally acceptable range. That is, the second operation may be detected after the first operation, or the first operation may be detected after the second operation. However, the detection of one of the operations may be given priority. For example, the execution mode may be changed when the first operation is detected while the second operation is still being detected, or the execution mode may be changed when the second operation is detected while the first operation is still being detected.

[0087] The battle field presentation unit 117 presents the field selected by the player as the battle field. However, in tournament mode, the field selected by the player and the opposing player becomes the battle field only if the field selected by the player matches the field selected by the opposing player. If the field selected by the player does not match the field selected by the opposing player, the field determined by the server 2 (described later) becomes the battle field.

[0088] The match result management unit 118 manages the results of each match in the tournament mode and presents the match results. The match result management unit 118 sets up memory areas in the memory unit 19 for registering match results, the number of which is equal to the number of individual matches in the team battle. FIG. 11 is a diagram showing an example of the set memory areas. The example of FIG. 11 shows an example in which three memory areas X to Z, the number of individual matches in a team battle consisting of three players, are set up in the memory unit 19. Each memory area X to Z corresponds to one individual match. Specifically, memory area X corresponds to the first round of the team battle, memory area Y corresponds to the second round of the team battle, and memory area Z corresponds to the third round of the team battle. Each memory area X to Z stores the match results of the individual matches. The match results include the player name, player avatar information, the player's remaining parameters, the opposing player's name, and the opposing player's remaining parameters.

[0089] As shown in FIG. 12 , when a match ends, the match result management unit 118 records (registers) the match result in a storage area associated with that match. For example, when the first round of a team match ends without any problems, the match result is recorded (registered) in storage area 1. Similarly, when the second round of a team match ends without any problems, the match result is recorded (registered) in storage area 2 associated with that match at the time of the end of the match. However, if the match is rematched (replayed), the match result management unit 118 does not erase the previous match result during the rematch, but overwrites the match result in the storage area associated with that match when the rematch ends. For example, if the second round is a rematch, the match result of the second round stored in storage area 2 is not erased during the rematch, but when the rematch ends, the match result of the rematch is overwritten in storage area 2.

[0090] The match result management unit 118 reads out the match results from the storage area associated with each individual match and displays the match results on the result screen. Furthermore, the match result management unit 118 displays the total value of the remaining parameters of the completed match (individual match) on the title screen. FIG. 13 shows an example of a method for calculating the total value of the remaining parameters of the completed match (individual match). The example in FIG. 13 shows an example of a team match between a first team consisting of players A, B, and C and a second team consisting of players D, E, and F. In the first match between players A and D, player A's remaining parameters are 54%, and player D's remaining parameters are 30%. At the end of the first round, the total remaining parameters of team 1 are 54%, and those of team 2 are 30%. In the second match between players B and E, player B's remaining parameters are 0%, and player E's remaining parameters are 32%. The total remaining parameters at the end of the second round are 54% for Team 1 and 62% for Team 2. In the third round between Player C and Player F, Player C's remaining parameters are 9% and Player F's remaining parameters are 5%. The total remaining parameters at the end of the third round are 63% for Team 1 and 67% for Team 2. In this way, the match result management unit 118 calculates the total remaining parameters.

[0091] Next, the server 2 according to this embodiment will be described.

[0092] 14 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 includes a processing unit 30, a storage unit 31, and a communication unit 32.

[0093] The processing unit 30 is, for example, a CPU, and controls the operation of each block of the server 2. Specifically, the processing unit 30 controls the operation of each block by, for example, reading out the operation program of each block recorded in the recording unit 31, expanding it into memory, and executing it. The processing unit 20 includes, as main functional units, a player information management unit 301, a game execution management unit 302, a matching unit 303, and a battle field determination unit 304.

[0094] The player information management unit 301 manages player information of players using a player database. The player database is a database that manages player information associated with each player for a game in which a play experience is provided on the game device 1. The player information is stored in association with identification information of each player. The player information is sequentially updated based on the player identification information obtained from the player card in accordance with the results of play using the player card on the game device 1.

[0095] The game execution management unit 302 manages the overall execution of the game, including the transmission and reception of data for the execution of a match performed on the game device 1, and the rewards obtained through the match.

[0096] In the tournament mode, the matching unit 303 matches two game devices 1 to be used. The matching method is to match game devices 1 that have made matching requests containing matching numbers included in the matching requests from the respective game devices 1, for example, matching numbers with each other.

[0097] In tournament mode, the battle field determination unit 304 receives the selected field transmitted from each game device 1 and determines the battle field to be used in each individual battle. The battle field determination unit 304 can determine the battle field in the following ways.

[0098] 1. When the selection field selected by the player matches the selection field selected by the opposing player If the selected field selected by the player matches the selected field selected by the opposing player, the selected field selected by both players will be determined as the battle field. If both players have selected a random field, one field will be selected by lottery from the fields prepared in advance, and that field will be determined as the battle field.

[0099] 2. When the selection field selected by the player does not match the selection field selected by the opposing player When the selection field selected by the player does not match the selection field selected by the opposing player, the following methods can be used to determine the battle field.

[0100] (1) The field will be determined by lottery (random drawing). If the selected field selected by the player does not match the selected field selected by the opposing player, one of the selected fields selected by the player and the selected field selected by the opposing player will be selected by lottery (random), and the selected field will be determined as the battle field.

[0101] If the selected field selected by the player does not match the selected field selected by the opposing player, a field other than the selected field selected by the player and the selected field selected by the opposing player will be selected by lottery (random) from the fields prepared in advance, and the selected field will be determined as the battle field.

[0102] If the field selected by lottery (randomly) is a random field, one field is selected by lottery from fields prepared in advance, and that field is determined as the battle field.

[0103] (2) Determining the field of play according to the prescribed rules The level of the player and the opposing player will be taken into consideration, and the field selected by the player with the lower level will be determined as the battle field.

[0104] The field where the player has played the most matches against the opposing player will be determined as the battle field.

[0105] The number of past victories of the player and the opposing player is taken into consideration, and the field selected by the player with the fewest victories is determined as the battle field.

[0106] The above method is an example, and other methods may be used. Also, the above methods may be used in combination.

[0107] The recording unit 31 is a recording device capable of retaining data, such as a non-volatile memory or HDD. The recording unit 31 stores information such as parameters required for the operation of each block in addition to the operation programs of each block held by the server 2. The recording unit 31 also stores a player database.

[0108] The communication unit 32 is a communication interface with an external device. The communication unit 32 can connect to the external device via a communication line N (whether wired or wireless) and transmit and receive data. The communication unit 32 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the game device 1 via the communication line N. The communication unit 32 also receives information from the external device via, for example, the communication line N.

[0109] <Operation of Game Device 1> The operation of the game device 1 in the tournament mode will be described below. Note that in the following description, it is assumed that the game device 1 has already been set to the tournament mode, and the description will be of a team battle between a first team consisting of players A, B, and C and a second team consisting of players D, E, and F.

[0110] FIG. 15 is a diagram for explaining the operation of the game device 1, and FIG. 16 is a flowchart of the screen display process of the game device 1.

[0111] The match result management unit 118 determines the number of matches (Step 100). The number of matches is determined based on whether match results are stored in any of memory areas X to Z. For example, if match results are stored only in memory area X among memory areas X to Z, it is determined that only the first round has ended.

[0112] The match result management unit 118 reads out the remaining parameters of the player and the opposing players from the storage areas X to Z in which the match results are stored, and calculates the total value of the remaining parameters of each team (Step 101).

[0113] The game mode control unit 116 receives the number of battles and the total value of the remaining parameters from the battle result management unit 118, and displays the title screen for the current battle (Step 102). FIG. 15(a) shows an example of the title screen for the first battle. The title screen in FIG. 15(a) displays the total value 70 of the remaining parameters, the number of battles this time 71, and the selected field 72. Note that this title screen does not display information about the opposing player, and the player cannot know information about the opposing player.

[0114] The game mode control unit 116 determines whether a first operation and a second operation have been detected on the title screen (Step 103). The game mode control unit 116 detects a second operation on the second operation unit 14 (Step 104), and if a first operation on the first area has been detected (Step 105), switches the display of the selection field (Step 106). Then, it determines whether further first and second operations have been detected (Step 103). Figure 15(b) shows an example in which a field is selected on the title screen of the first round by simultaneously performing the first operation and the second operation, or by repeating the first operation during the second operation (pressing the second operation unit 14).

[0115] The game mode control unit 116 determines whether a first operation has been performed on the title screen (Step 107). Figure 15(c) shows an example in which a first operation is performed on the title screen of the first round. Note that the first operation to start the game may be a first operation on either the first area or the second area.

[0116] When the game mode control unit 116 detects the first operation on the title screen (Step 108), it transmits the selected field to the server 2 and receives the determined battle field (Step 109).

[0117] Then, the game mode control unit 116 displays a battle screen (Step 110). FIG. 15(d) shows an example of the battle screen for the first round. The battle screen displays the battle field and information about the player and the opposing player, allowing the player to know the battle field and information about the opposing player. In this way, by having the player select a field before knowing the information about the opposing player, fairness between players can be maintained.

[0118] When the match ends, the match result management unit 118 displays a result screen (match result screen) (Step 111). Figure 15(e) shows an example of the result screen (match result screen) of the first match.

[0119] In this manner, up to three rounds are played. Fig. 15(f) shows an example of the title screen for the second round. And Fig. 15(g) shows an example of the title screen for the third round. Note that the title screen for the third round displays a data reset icon 74 for resetting the battle results stored in memory areas X to Z.

[0120] On the other hand, when the game mode control unit 116 detects the second operation on the second operation unit 14 (Step 104) and the first operation on the second area 61 (Step 112), it displays the title screen of the finished battle (Step 113). At this time, the display of the total value of the remaining parameters shows the total value of the remaining parameters of the finished battle.

[0121] When the player performs a first operation on the screen (Step 114), the game mode control unit 116 displays a rematch confirmation screen (Step 115). When the confirmation of a rematch is approved (Step 116), the game mode control unit 116 displays the battle screen for that number of matches (Step 110).

[0122] FIG. 17 is a diagram for explaining the operation of the game device 1 during a rematch. FIG. 17(a) is the title screen displayed after the first round ends. At this time, if the first operation and the second operation for the second area are performed simultaneously on the title screen, or if the first operation for the second area is performed during the second operation (pressing the second operation unit 14), the title screen for the first round of the game shown in FIG. 17(b) appears. When the first operation is performed on this title screen, a confirmation screen for the rematch is displayed as shown in FIG. 17(c). Then, when the rematch is approved, a first battle screen is displayed as shown in FIG. 17(d).

[0123] Next, we will explain the management of match results by the match result management unit 118. Fig. 18 is a flowchart of the match result recording process by the match result management unit 118. Note that N is the number of matches, and M is the number of individual matches in a team match (number of matches), and in this example, M=3.

[0124] The match result management unit 118 sets N=1 (Step 200) and determines whether the Nth round of matches has ended (Step 201). When the Nth round of matches has ended (Step 202), the match result management unit 118 determines whether a rematch should be held (Step 203).

[0125] If it is a rematch (Step 204), the match result management unit 118 overwrites the memory area corresponding to the Nth round with the match result of the rematch (Step 205). On the other hand, if it is not a rematch (Step 204), the match result management unit 118 records the match result of the match in the memory area corresponding to the Nth round (Step 206).

[0126] When the match result management unit 118 finishes recording the match result in the storage area, it adds 1 to N (Step 207).

[0127] The match result management unit 118 determines whether N=M (Step 208), and if N=M, displays a confirmation for data reset (Step 209).

[0128] If the data reset is approved (Step 210), the match results in all memory areas are erased (Step 211).

[0129] <Server 2 operation> The following describes the operation of determining the battle field in the server 2. Figure 19 is a flowchart showing the operation of the battle field determination unit 304 of the server 2. Note that the following description explains an example in which, if the selected fields do not match, one of the selected fields is determined as the battle field by lottery.

[0130] The battle field determination unit 304 receives two selected fields from the game device 1 (Step 300).

[0131] The battle field determination unit 304 determines whether the received selected fields match (Step 301). If the two selected fields match (Step 302), the matching selected field is determined as the battle field (Step 303).

[0132] On the other hand, if the two selected fields do not match (Step 302), the battle field determination unit 304 determines one of the selected fields as the battle field by lottery (Step 304).

[0133] If the battle field is a random field (Step 305), the battle field determination unit 304 selects one field from the fields by lottery and determines it as the battle field (Step 306).The battle field determination unit 304 then transmits the determined battle field to each game device 1 (Step 307).

[0134] This concludes the explanation of the game operation.

[0135] In this embodiment, the control of the change of the mode, such as switching between normal mode and tournament mode, selecting a field, or selecting a rematch, is performed by combining two operations, which makes it possible to prevent erroneous control compared to control using only one type of operation. Furthermore, by providing multiple areas that are the target of the first operation, which is a touch operation, the number of mode controls can be increased.

[0136] Furthermore, in the tournament mode of this embodiment, the outcome of a team battle is determined not by the number of wins in the individual battles, but by the total value of the remaining parameters in each individual battle. This allows players to enjoy team battles in a way that has never been seen before.

[0137] In this embodiment, the battle field used in an individual match is determined only if the selected fields match, and if they do not match, the battle field is determined by lottery or according to predetermined rules, allowing for fair battles. Furthermore, since the information of the opposing player cannot be known when selecting a field, it is possible to prevent the selection of a field based on the information of the opposing player.

[0138] In addition, this embodiment has an improved method for recording the results of a match, which allows the results to be recorded using a small memory area, and also allows for the replay of a match, such as a rematch.

[0139] <First Modification of the Embodiment> In the embodiment, an example has been described in which a unit consisting of a first game element and a second game element becomes a game element that mainly attacks or defends. However, the present invention can also be applied to a game in which a single game element mainly attacks or defends by itself.

[0140] <Modification 2 of the embodiment> In the above-described embodiment, an example has been described in which the server 2 determines the battle field. However, by providing one of the two game devices 1 used in a team battle with a battle field determination unit that determines the battle field, it is possible to achieve operations similar to those of the embodiment. Figure 20 is a block diagram of a game device 1 in a second variation of the embodiment.

[0141] The game device 1 in Modification 2 includes a battle field determination unit 119 similar to the battle field determination unit 304 of the server 2. The battle field determination unit 119 receives information about the selected field from the other game devices 1, determines the battle field using the same determination method as the battle field determination unit 304 of the server 2, and transmits the determined field to the other game devices 1.

[0142] With this configuration, a tournament similar to the embodiment described above can be realized.

[0143] <Modification 3 of the embodiment> In the above-described embodiment, an example has been described in which the battle results are managed by the battle result management unit 118 of the game device 1. However, the battle results can also be managed by the server 2. Figure 21 is a block diagram of the server 2 in a third modification of the embodiment.

[0144] The server 2 in the third modification includes a battle result management unit 305 similar to the battle result management unit 118 of the game device 1. The battle result management unit 305 receives the battle results from each game device 1, manages the battle results between the two game devices 1 using a management method similar to that used by the battle result management unit 118, and calculates the total value of the remaining parameters.

[0145] With this configuration, a tournament similar to the embodiment described above can be realized.

[0146] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0147] [Appendix 1] Computer, a match execution means for executing a match between a first team including a plurality of players and a second team including a plurality of players; a storage area setting means for setting, in a recording means, a recording area in which the results of each match between the first team and the second team are recorded; a registration means for registering a match result between a player on the first team and a player on the second team in a storage area associated with the match; It functions as the registration means registers the battle result on condition that the battle reaches a result stage and no failure occurs during the battle; program.

[0148] [Appendix 2] The number of the storage areas is set according to the number of matches between the first team and the second team. The program described in Appendix 1.

[0149] [Appendix 3] the registration means, when a rematch is executed in the match between the first team and the second team, cancels the match result stored in a storage area associated with the match between the first team and the second team, and registers the match result of the rematch in the storage area; 1. A program according to claim 1 or 2.

[0150] [Appendix 4] the registration means, when receiving an instruction to delete the match results for all matches between the first team and the second team, deletes all match results registered in the storage area; 1. A program according to any one of appendices 1 to 3.

[0151] [Appendix 5] causing the computer to function as a display control means for displaying the match results; 1. A program according to any one of appendices 1 to 4.

[0152] [Appendix 6] Computer, a calculation means for calculating a total value of remaining parameters of each player on the first team after the end of the match, and a total value of remaining parameters of each player on the second team after the end of the match, the display control means displays a total value of remaining parameters of each player on the first team and a total value of remaining parameters of each player on the second team. 1. A program according to any one of appendices 1 to 5.

[0153] [Appendix 7] the match result includes at least player information of the players who competed, and the remaining amount of parameters of the players of the first team and the remaining amount of parameters of the players of the second team after the match has ended; 10. A program according to any one of appendices 1 to 6.

[0154] [Appendix 8] The player information includes player names and avatar information of the player and the opposing player. 10. A program according to any one of appendices 1 to 7.

[0155] [Appendix 9] the match execution means controls the game so that players of the same team can execute the match only on the same game device; 10. A program according to any one of appendices 1 to 8.

[0156] [Appendix 10] a match execution means for executing a match between a first team including a plurality of players and a second team including a plurality of players; a storage area setting means for setting a storage area in a recording means, the storage area being associated with each match between the first team and the second team and in which the match results are recorded; a registration means for registering a match result between a player on the first team and a player on the second team in a storage area associated with the match; Equipped with the registration means registers the battle result on condition that the battle reaches a result stage and no failure occurs during the battle; Game device.

[0157] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]

[0158] 1. Game device 2 Server 2 10 Display section 11 1st operation section 12 First game element reading unit 13 Second game element reading unit 14 2nd operation section 15 Price detection unit 16 User information reading unit 17 Sound output section 18 Communications Department 19 Memory section 20 Processing section 30 Processing section 31 Storage section 32 Communications Department 110 Game Element Acquisition Unit 111 Unit Component Section 112 Game Execution Department 113 Matching request section 114 First operation detection unit 115 Second operation detection unit 116 Game mode control unit 117 Battle Field Display Section 118 Match Results Management Department 119 Battle Field Decision Section 301 Player Information Management Department 302 Game Execution Department 303 Matching Department 304 Battle Field Decision Section 305 Match Results Management Department

Claims

1. Computer, a match execution means for executing a match between a first team including a plurality of players and a second team including a plurality of players; a storage area setting means for setting, in a recording means, a recording area in which the results of each match between the first team and the second team are recorded; a registration means for registering a match result between a player on the first team and a player on the second team in a storage area associated with the match; It functions as the registration means registers the battle result on condition that the battle reaches a result stage and no failure occurs during the battle; program.

2. The number of the storage areas is set according to the number of matches between the first team and the second team. The program according to claim 1.

3. the registration means, when a rematch is executed in the match between the first team and the second team, cancels the match result stored in a memory area associated with the match between the first team and the second team, and registers the match result of the rematch in the memory area; The program according to claim 1 or 2.

4. the registration means, when receiving an instruction to delete the match results for all matches between the first team and the second team, deletes all match results registered in the storage area; The program according to claim 3.

5. causing the computer to function as a display control means for displaying the match results; The program according to claim 4.

6. Computer, a calculation means for calculating a total value of remaining parameters of each player on the first team after the end of the match, and a total value of remaining parameters of each player on the second team after the end of the match, the display control means displays a total value of remaining parameters of each player on the first team and a total value of remaining parameters of each player on the second team. The program according to claim 5.

7. the match result includes at least player information of the players who competed, and remaining amounts of parameters of players of the first team and players of the second team after the match ends; The program according to claim 6.

8. The player information includes player names and avatar information of the player and the opposing player. The program according to claim 7.

9. the match execution means controls the game so that players of the same team can execute the match only on the same game device; The program according to claim 8.

10. a match execution means for executing a match between a first team including a plurality of players and a second team including a plurality of players; a storage area setting means for setting, in a recording means, a recording area in which the results of each match between the first team and the second team are recorded; a registration means for registering a match result between a player of the first team and a player of the second team in a storage area associated with the match; Equipped with the registration means registers the battle result on condition that the battle reaches a result stage and no failure occurs during the battle; Game device.

Citation Information

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