Storage medium storing game program and game system

The game system enables fair competitive matches by providing strategic element selection based on anticipated opponent choices, addressing the issue of uneven matchups in conventional systems.

JP2026034520APending Publication Date: 2026-02-27CAPCOM CO LTD
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Patent Information

Application Number
JP2025243561
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-12-09
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

There is a demand for competitive games that allow users to compete in fair matches, as conventional systems often result in uneven matchups due to the element of luck in character compatibility, giving some users an unfair advantage.

Method used

A game system and program that provides match information to users before the match, allowing them to strategically select game elements based on anticipated opponent choices, with time limits for selection, to ensure a fair competitive environment.

Benefits of technology

This approach ensures fair matches by allowing users to devise strategies based on anticipated opponent actions, reducing the impact of luck and enhancing the depth and interest in the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game program and a game system capable of achieving a fair match.SOLUTION: The game program causes the computer to execute: a first execution step of executing a first competition in which a first user and a second user compete against each other; a first provision step of providing first competition information regarding the first competition to the first user via a first output unit before the first competition ends; A second execution section configured to execute a second match of a same type as the first match, a second provision section configured to provide second match information regarding the second match to a second user via a second output section before the second match ends, and a determination section configured to determine a total result in the match game on the basis of a result of the first match and a result of the second match.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] Conventionally, various competitive games in which multiple users compete against each other have been known. Depending on the type of competitive game, the game progress until the start of the match and the match rules vary. For example, in a game system disclosed in Patent Document 1, a matching process is executed to determine opponents in a competitive game, and the matched users play the competitive game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-162384 Summary of the Invention [Problem to be solved by the invention]

[0004] There is a demand for competitive games that allow users to compete in fair matches.

[0005] An object of the present invention is to provide a game program and a game system that can realize a fair match. [Means for solving the problem]

[0006] To solve the above-mentioned problems, one aspect of the present invention provides a game program for implementing a competitive game between a first user and a second user in a game system including a first output unit that provides information to one or more first users, a second output unit that provides information to one or more second users, and a computer, the game program causing the computer to function as: a first execution unit that executes a first match between the first user and the second user; a first provision unit that provides first match information about the first match to the first user via the first output unit before the first match ends; a second execution unit that executes a second match of the same type as the first match between the first user and the second user; a second provision unit that provides second match information about the second match to the second user via the second output unit before the second match ends; and a determination unit that determines an overall result of the competitive game based on the results of the first and second matches. This game program enables fair matches to be achieved.

[0007] For example, the first match information may include information regarding game elements that the second user will use or can use in the first match, and the second match information may be information regarding game elements that the first user will use or can use in the second match.

[0008] The game system may include a first operation unit that accepts an operation by the first user and a second operation unit that accepts an operation by the second user, and the game program may further cause the computer to function as a first selection unit that selects, by an operation by the first user after the first match information is provided and before the start of the first match, game elements to be used or usable by the first user in the first match, and a second selection unit that selects, by an operation by the second user after the second match information is provided and before the start of the second match. This allows the first user to devise a strategy for selecting game elements to be used or usable by the second user in the first match, taking into account the first match information, and The users can take the second battle information into consideration and devise a strategy for selecting which game elements to use or use in the second battle. In this way, a new mechanism can be provided that allows only one user to devise a strategy based on the battle information, thereby increasing the interest in the battle game.

[0009] The second selection means may, before the start of the first match, select game elements to be used or usable by the second user in the first match through an operation of the second user, and the first match information may include information regarding the game elements to be used or usable by the second user in the first match selected by the second selection means, and the first selection means may, before the start of the second match, select game elements to be used or usable by the first user in the second match through an operation of the first user, and the second match information may include information regarding the game elements to be used or usable by the first user in the second match selected by the first selection means.

[0010] For example, there may be a plurality of game elements, and different game elements may have compatibility in a match.

[0011] In the match between the first game element and the second game element, a predetermined action of the second game element may be more effective than a predetermined action of the first game element.

[0012] The above game program may further cause the computer to function as a first restriction means that restricts the selection of the game elements by the first selection means within a predetermined first time limit between when the first match information is provided to the first user and when the first match starts, and a second restriction means that restricts the selection of the game elements by the second selection means within a predetermined second time limit between when the second match information is provided to the second user and when the second match starts.

[0013] The first match information includes information regarding game elements that the first user and the second user will commonly use or can use in the first match, and the second match information includes information regarding game elements that the first user and the second user will commonly use or can use in the second match, and the first providing means may not provide the first match information via the second output unit before the start of the first match, and the second providing means may not provide the second match information via the first output unit before the start of the second match.

[0014] The game system may include a first operation unit that accepts operations by the first user and a second operation unit that accepts operations by the second user, and the first match information may include information about game elements that are commonly used or usable by the first user and the second user in the first match and selected by the operation of the first user, and the second match information may include information about game elements that are commonly used or usable by the first user and the second user in the second match and selected by the operation of the second user.

[0015] The computer may further function as a match management means for setting up matches between multiple users participating in a tournament, and the match management means may enable the setting of the next match depending on the result of the determination means.

[0016] The above game program may further cause the computer to function as a match management means for setting up matches so that multiple users participating in a league match will play a round-robin, the league match including the first match and the second match, and the determination means may determine the result of the league match based on the results of the first match and the results of the second match.

[0017] The above game program may further cause the computer to function as a match management means for setting up a match between a first group made up of the plurality of first users and a second group made up of the plurality of second users.

[0018] In the above game program, the match between the first group and the second group may include a plurality of the first matches executed in sequence by the first execution means, and the first match information provided by the first providing means may include information regarding each of the plurality of first matches.

[0019] A game system according to one aspect of the present invention includes a program storage unit that stores the game program described above, and a computer that executes the program stored in the program storage unit.

[0020] The program storage unit storing the game program is a readable / writable or readable storage device or storage medium that is built into or external to a device included in the game system, and may be, for example, a hard disk, flash memory, optical disk, etc. The program stored in the program storage unit may be executed in a device to which the program storage unit is directly connected, or may be downloaded and executed in a device connected to the program storage unit via a network (e.g., the Internet). [Effects of the Invention]

[0021] According to the present invention, it is possible to provide a game program and a game system that can realize a fair match. [Brief explanation of the drawings]

[0022] [Figure 1] FIG. 1 is a block diagram showing the hardware configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of a control unit of the game system. [Figure 3] This is an example of a match schedule. [Figure 4] 10 is a flowchart showing an example of the flow of a tournament progress process. [Figure 5] 10 is an example of a battle preparation screen. [Figure 6] 10 is a flowchart showing an example of the flow of a tournament progress process according to a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0023] <Embodiment> A game system and a game program according to one embodiment of the present invention will be described below with reference to the drawings.

[0024] [Game System Overview] First, an overview of a game system 1 according to an embodiment of the present invention will be described. 1 is a block diagram showing the hardware configuration of a game system 1. As shown in FIG. The system 1 includes a plurality of game devices 2 and a communication network between each of the game devices 2. The system includes a server device 4 that can be connected for communication via the network.

[0025] The game system 1 realizes a competitive game in which users who input operations to the game device 2 compete against each other. The game system 1 also holds and advances a competitive game tournament. Specifically, the game system 1 allows a plurality of users who have entered a tournament to compete against each other. Manage the match pairings and match order, and determine the tournament winner based on the results of the matches. The tournament may be, for example, a league match or a tournament. The tournament may also be an individual match, a team match, or a team match.

[0026] There are various types of fighting games that are played at tournaments, but in this embodiment, as an example of a fighting game, a fighting game will be described in which a user controls a character selected from multiple characters and engages in a one-on-one fight in a virtual space with a character selected by another user who will be the opponent.

[0027] In this type of fighting game, there may be compatibility between the characters fighting each other. For example, when a first character (first game element) fights a second character (second game element), a predetermined action of the second character may be more effective than a predetermined action of the first character. For example, there may be a technique compatibility such that when a certain attack technique of a certain character X collides with a certain attack technique of another character Y, only the attack of one character hits the other character. Also, for example, a character whose main technique is to throw a projectile will not be compatible in a battle with a character who has a technique that allows him to attack while dodging the projectile. There may also be compatibility such that a certain character is more likely to win against another character based on the length of the character's reach or the speed of their movements.

[0028] In a game where characters have compatibility with each other, even before the battle begins, when the characters that will fight are selected, one user will have an advantage and the other user will be at a disadvantage. Therefore, in conventional games, the element of luck, that is, whether a character with good compatibility will be matched with the opponent, has a large influence on the outcome of the battle. The game system 1 of this embodiment suppresses situations where some users have an advantage due to the element of luck. This will enable the realization of a tournament that is more in-depth than the previous one.

[0029] [Hardware configuration] The game device 2 includes a game device main body 20 and a The game device main body 20 is provided with one or more controllers 31 (corresponding to the operation unit), a display 32 (corresponding to the display unit), and a speaker 33 (corresponding to the output unit). The game device main body 20 is provided with a control unit 21, which is a computer that controls the operation of the game device main body 20. The control unit 21 includes a processor such as a CPU (Central Processing Unit). The control unit 21 is provided with a media I / F unit 22, a storage unit 23, a network A network I / F unit 24 (communication unit), a wireless communication control unit 25, a graphics processing unit 26, and an audio processing unit 27 are connected to each other via a bus 21a.

[0030] The media I / F unit 22 is an interface into which game media 34 for executing a game can be loaded. The game media 34 is a disc-type recording medium such as a DVD-ROM, and stores a game program 34a and game data 34b necessary for executing the game. The game data 34b contains various data necessary for executing the game. Included.

[0031] The storage unit 23 is configured, for example, with an HDD, which is a large-capacity recording medium, a ROM, which is a semiconductor memory such as a mask ROM or a PROM, and a RAM, which is a DRAM or an SRAM. Game data 34b, save data, etc. are recorded. At startup, all game data 34b in the game media 34 is not read, and the progress of the game is not recorded. Loads the necessary game data as needed (for example, when a game scene changes).

[0032] The network I / F unit 24 is an interface that connects the game device 2 to a communication network NW such as the Internet or a LAN. 2 and the server device 4 can communicate with each other via a communication network NW. For example, when the game device 2 is playing a game while communicating with the outside, the game device 2 can communicate with the server device 4 via the communication network NW. Data is transmitted and received between other game devices 2 and / or the server device 4 via the network.

[0033] The wireless communication control unit 25 is wirelessly connected to a controller 31 attached to the game device main body 20, and is capable of transmitting and receiving data to and from the controller 31. The controller 31 is an operation device that accepts operations by the user. The controller 31 has a plurality of operators such as buttons. When the operators on the controller 31 are operated by the user, operation information corresponding to the operation is sent from the controller 31 to the control unit 21 of the game device 2 via the wireless communication control unit 25. The control unit 21 controls the game based on the operation information from the controller 31. Let it proceed.

[0034] The graphics processing unit 26 draws game images in a moving image format in accordance with instructions from the control unit 21. The game images drawn by the graphics processing unit 26 are displayed as a game screen on the display 32. The display 32 is a display device that displays game images. The display 32 is, for example, a liquid crystal display.

[0035] The audio processing unit 27 plays and synthesizes digital game sounds in accordance with instructions from the control unit 21. The audio processing unit 27 is also connected to an external speaker 33. The game sounds played and synthesized by the audio processing unit 27 are output to the outside from the speaker 33, which serves as an audio output unit. Note that in addition to or instead of the speaker 33, external headphones or the like may be connected to the audio processing unit 27.

[0036] The server device 4 includes a control unit 41, which is a computer that controls the operation of the server device 4. The control unit 41 includes a processor such as a CPU (Central Processing Unit). , a storage unit 42, and a network I / F unit 43 are connected via a bus 41a. The server device 4 may be provided with an input device such as a keyboard and a liquid crystal display as needed. The device may be equipped with an output device such as (i).

[0037] The storage unit 42 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or PROM, and a RAM which is made up of a DRAM or SRAM. A game program 42a and game data 42b are stored in the storage unit 42. The network I / F unit 43 is an interface which connects the server device 4 to a communication network NW such as the Internet or a LAN. The server device 4 can communicate with multiple game devices 2 via the communication network NW.

[0038] [Functional configuration] FIG. 2 is a block diagram showing the functional configuration of the game system 1 according to this embodiment. 2, the control unit 5 (computer) of the game system 1, which is configured by the control unit 21 of the game device 2 and the control unit 41 of the server device 4 working together, executes the game programs 34a and 42a, thereby functioning as a match management means 51, a providing means 52, a selecting means 53, a limiting means 54, an executing means 55, and a determining means 56. In this embodiment, the match management means 51, the providing means 52, the selecting means 53, the limiting means 54, the executing means 55, and the determining means 56 execute a tournament progress process that progresses the tournament of the competitive game.

[0039] Hereinafter, for the sake of convenience, users competing against each other in any match within a tournament will be referred to as the "first user" and the "second user." In this embodiment, when a first user and a second user compete against each other in a tournament of a competitive game, at least two matches will be held between the first user and the second user. In one of these matches (hereinafter referred to as the first match), the first user competes against the second user. In another match (hereinafter referred to as the second match), the second user can compete in a favorable position against the first user. In this way, one user is actively put in an advantageous position in each match. A situation in which one user has an advantage over the other user is realized by providing one user with match information regarding the match.

[0040] The match management means 51 sets up matches between multiple users who have participated in a competitive game tournament. For example, the match management means 51 sets up matches between individual users who have participated in a competitive game tournament, or sets up matches between teams (groups) made up of multiple users. For example, the match management means 51 functions when the control unit 41 of the server device 4 executes the game program 42a.

[0041] The providing means 52 provides match information relating to the match to one of the first user and the second user before the match between the first user and the second user starts. The providing means 52 includes a first providing means 52a and a second providing means 52b. The first providing means 52a provides match information relating to the match to one of the first user and the second user before the first match starts. The second providing means 52b provides the first match information relating to the first match to the first user via the display 32 (first output unit) that is visually recognized by the first user. Second match information regarding the second match is provided to the second user via the display 32 (second output unit) that is visually recognized by the second user. In this embodiment, the match information provided by the providing means 52 is information that is advantageous to the user to whom it is provided in the match.

[0042] The selection means 53 selects game elements to be used by the users in a battle. In this embodiment, the game elements are characters operated by the users. The selection means 53 includes a first selection means 53a for selecting game elements to be used by a first user and a second selection means 53b for selecting game elements to be used by a second user. and second selection means 53b for selecting.

[0043] The first selection means 53a is configured to select a player in the first battle in response to an operation by the first user before the start of the first battle. The first user selects a character to be used by the first user. Before the start, the first user selects a character to be used by the first user in the second battle through an operation by the first user.

[0044] Furthermore, the second selection means 53b is configured to select the first player from the list of players in the first match in response to an operation by the second user before the start of the first match. The second selection means 53b selects a character to be used by the second user. Before the start of the battle, the second user selects a character to be used by the second user in the second battle through an operation by the second user.

[0045] Here, the first battle information provided by the first providing means 52a is Specifically, the first battle information includes information about the game elements to be used by the second user in the first battle, selected by the second selection means 53b. The first selection means 53a selects a character to be used by the first user in the first battle through an operation by the first user after the first battle information is provided to the first user by the first providing means 52a. In other words, the first user can select a character to be used in the first battle after understanding what character the second user will use in the first battle.

[0046] The second battle information provided by the second providing means 52b is information about the first user in the second battle. Specifically, the second battle information includes information about the character used by the first user in the second battle, selected by the first selection means 53a. The second selection means 53b selects a character to be used by the second user in the second battle in response to an operation by the second user after the second battle information is provided to the second user by the second providing means 52b. That is, the second user can select a character to use in the second battle after understanding what character the first user will use in the second battle.

[0047] The limiting means 54 limits the selection of game elements by the selecting means 53 within a predetermined time limit from when the battle information is provided to the user to when the battle starts. The limiting means 54 includes first limiting means 54a and second limiting means 54b.

[0048] The first limiting means 54a is configured to limit the number of times the first battle starts after the first battle information is provided to the first user. The selection of the game element by the first selection means 53a is limited within a first predetermined time limit until the The second limiting means 54b is configured to limit the time from when the second battle information is provided to the second user until the second battle starts. The second selection means 53b selects a game element within a second predetermined time limit until the For example, the first and second time limits are the same time.

[0049] The execution means 55 executes a battle. The execution means 55 includes a first execution means 55a and a second execution means 55b. The first execution means 55a executes a first battle between a first user and a second user. The second execution means 55b executes a second battle between the first user and the second user. The first match and the second match are the same type of match. In other words, if the first match is a fighting game, the second match is also a fighting game.

[0050] The determining means 56 determines an overall result of the competitive game based on the results of the first and second matches. Here, the overall result determined by the determining means 56 may be a result determined using both the results of the first and second matches. For example, if the first and second matches are matches between a first user and a second user, the overall result determined by the determining means 56 may indicate the outcome between the first and second users, i.e., which of the first and second users is victorious. For example, if the first round of a tournament includes two matches, the first and second matches, the overall result determined by the determining means 56 may be the result of the first round, i.e., the result regarding which of the first and second users will advance to the next round.

[0051] Alternatively, the overall result determined by the determining means 56 may not be related to whether the first user or the second user wins. For example, if the first match and the second match are part of multiple matches included in a league match, the overall result determined by the determining means 56 may be the final result of the entire league match, that is, a result showing the final rankings or results of all users who participated in the league match, or a result showing who the winner of the league match is. Also, for example, if the first match and the second match are part of multiple matches included in the league match, the overall result determined by the determining means 56 may be an interim result at the time when both the first match and the second match have ended in the middle of the league match, that is, a result showing the interim rankings or results of users who participated in the league match.

[0052] Furthermore, the overall result determined by the determining means 56 may be a result indicating a draw. For example, the determining means 56 may determine that the first user and the second user are in a draw based on the results of the first match and the second match.

[0053] [Tournament Progress Processing] Next, the flow of the tournament progress processing will be described with reference to Figures 3 and 4. As an example of a tournament held and progressed in the tournament progress processing, the following description will explain a tournament that employs league matches, as shown in the match schedule shown in Figure 3. In this tournament's league matches, multiple teams (six teams in the example of Figure 3) made up of four users participate, and a team-versus-team match is held to determine a winning team from among the multiple participating teams.

[0054] As shown in FIG. 3, each team plays two matches against an opposing team. In each match, one team is provided with match information before the start of the match, thereby gaining an advantage over the other team. Hereinafter, in each match, the team that is provided with match information before the start of the match (the team with the advantage) will be referred to as the home team, and the team playing against the home team (the team at a disadvantage) will be referred to as the away team.

[0055] Furthermore, the team-versus-team match described in this embodiment is a team match. Specifically, individual matches are played sequentially between one user on a team and one user on the opposing team. In the team match described in this embodiment, the vanguard match, the middle rank match, and the general match are played in this order. Which users on a team will participate in the vanguard match, the middle rank match, and the general match can be decided for each team by discussion among the four members of the team, or by a representative user of the team. Note that, of the four users on a team, any users who do not participate in any of the vanguard match, the middle rank match, or the general match are substitutes (reserves).

[0056] In the following description, for the sake of convenience, when describing a team vs. team match, a first team (first group) consisting of four users, first user A1, first user A2, first user A3, and first user A4, will be described as playing against a second team (second group) consisting of four users, second user B1, second user B2, second user B3, and second user B4. In addition, any user in the first team will be referred to as first user A, and any user in the second team will be referred to as first user B. is referred to as second user B.

[0057] FIG. 4 is a flowchart showing an example of the flow of the tournament progress process. In the tournament progress process, first, the match management means 51 determines the tournament participants, i.e., the tournament participating teams (step S1). There are no particular restrictions on the method by which the match management means 51 determines the tournament participating teams, and the teams may be determined by a well-known method. For example, the server device 4 may accept requests to participate in the tournament from each game device 2, and the participating teams may be determined by closing entries when the number of teams whose participation has been accepted reaches a predetermined number. Alternatively, the participating teams may be determined in advance by, for example, the tournament organizer. Alternatively, the participating teams for the main tournament may be determined based on the results of a qualifying tournament held before the main tournament. In this case, the game system 1 may be used for the qualifying tournament. You may or may not use it.

[0058] Once the participating teams have been decided, the match management means 51 sets up matches so that the multiple teams participating in the league will play each other in a round-robin format (step S2).

[0059] For example, when a team match between a first team and a second team is set, a first preparation process is performed, which is a process performed before the first match between the first team and the second team is executed. In the first preparation process, the match management means 51 first sends information regarding the opponent team's team name, the opponent team members, and the start time of the match with the opponent team from the server device 4 to the game devices 2 of each team.

[0060] For example, in the first preparation process, the match management means 51 receives the game equipment of each team from the server device 4. The server device 4 then sends match schedule information indicating the match schedule to the game device 2. As a result, a match schedule such as that shown in Fig. 3 is displayed on the display 32 of the game device 2. As shown in the enlarged view of the match schedule in Fig. 3, the match schedule information sent from the server device 4 to the game device 2 includes, for example, information indicating the start date and time of the match, information indicating the deadline for determining the away team's order, and information indicating the date and time of disclosure of the away team's order to the home team.

[0061] Furthermore, the match management means 51 sends request information requesting order information for the second team from the server device 4 to the game device 2 of the second team. The request information includes information about which users on the team will play in the final and final matches, and information about the characters used by each user. The request information may be included in the match schedule information. The request information may include information indicating the deadline for determining the away team's order, as shown in FIG. 3.

[0062] The second users B1, B2, B3, and B4 of the second team, which is the away team in the first match, decide who will play in the vanguard, middle, and captain matches, and which characters to use, by the deadline for deciding the order included in the match schedule information, through discussion, etc. Note that if the second users B1, B2, B3, and B4 are not near each other, they may discuss the matter using voice chat, etc. Once the order has been decided, the second user B of the first team will input the order information into the game device 2 on behalf of the players. The second user B In the game device 2, the second selection means 53b selects the player in the first battle in response to an operation by the second user B. The second user name to participate in each of the individual matches, the vanguard match, the middle match, and the captain match, and the character to be used by the second user B in each individual match are selected. The order information generated by the selection by the second selection means 53b is sent from the game device 2 to the server device 4.

[0063] Thereafter, a predetermined time before the start time of the first match, in this example, at the disclosure date and time of the away team order to the home team included in the match schedule information, the first providing means 52a The order information of the second team is displayed on a display 32 (first The first user is provided with the information through the output unit (step S3).

[0064] FIG. 5 shows the battle information displayed on the display 32 viewed by the first user A before the start of the first battle. 1 is an example of a preparation screen 7. The battle preparation screen 7 includes an order information display field 71, an order input field 72, a game element selection field 73, and a time limit display field 74. The order information display field 71 displays the order information of second user B, which is the first battle information provided by the first providing means 52a.

[0065] The order input field 72 is a field for inputting the order of the first team in the first match. The game element selection field 73 displays a list of characters that can be used in each individual match in the first match. The first users A1, A2, A3, and A4 of the first team, which is the home team in the first match, look at the order information of the second team shown in the order information display field 71 and decide through discussion who will play in the vanguard match, middle match, and captain match and which characters to use.

[0066] Then, first user A of the first user A inputs order information into the game device 2 on behalf of the first user A. In the game device 2 of first user A, the first selection means 53a selects, through operation by first user A, the first user name to compete in each of the individual matches of the first battle, the middle battle, and the captain battle in the first match, and the character to be used by first user A in each individual match (step S4). The selection by the first selection means 53a is reflected in the order input field 72. The order generated by the selection by the first selection means 53a The information is sent from the game device 2 of the first user A to the server device 4, for example.

[0067] The time limit display field 74 displays the remaining time for the first team to decide on an order. The first limiting means 54a determines whether the first team has selected a game order by the first selecting means 53a within a predetermined first time limit (for example, one minute) from when the first match-up information is provided to the first user A until the first match-up starts. Limit your element selection.

[0068] Specifically, the first limiting means 54a displays the remaining time, which is the time counted down from the first time limit from the time when the battle preparation screen 7 is displayed, in the time limit display field 74. Then, when the remaining time runs out before the first user A has completed his selection, the first limiting means 54a disables the first user A from making any further selections. In this case, the key used by the first user A is The character may be selected, for example, randomly by the first selection means 53a instead of being selected by the first user A. The first limiting means 54a may count up and display the elapsed time from the time the battle preparation screen 7 is displayed until the first time limit is reached.

[0069] In this way, when the order information for the first team and the order information for the second team regarding the first match are determined, the first preparation process ends.

[0070] After the first preparation process including steps S3 and S4 is completed, the first execution means 55a executes a first battle between the first user and the second user (step S5). Based on the order information of the first team and the order information of the second team, the first three matches, namely the vanguard match, the middle match, and the captain match, will be carried out in sequence.

[0071] For example, the first execution means 55a is executed by the control unit 41 of the server device 4. For example, when a first user A2 and a second user B3 compete against each other in the vanguard battle, the first execution means 55a executes the vanguard battle of the first user A2. The first execution means 55a controls a character corresponding to a first user A2 based on operation information sent from the game device 2 of the first user A2 to the server device 4, and controls a character corresponding to a second user B3 based on operation information sent from the game device 2 of the second user B3 to the server device 4. When the first user A1 and the second user B2 are to play against each other in the next middle-ranking match, once the vanguard match is over, the first execution means 55a similarly controls a character corresponding to the first user A2 based on operation information sent from the game device 2 of the first user A2 to the server device 4, and controls a character corresponding to a second user B3 based on operation information sent from the game device 2 of the second user B3 to the server device 4. The first execution means 55a controls a character corresponding to the first user A1 based on operation information sent from the game device 2 of the first user A1 to the server device 4, and controls a character corresponding to the second user B2 based on operation information sent from the game device 2 of the second user B2 to the server device 4. In this way, the first execution means 55a progresses the first battle.

[0072] Alternatively, for example, the first execution means 55a may be executed by the control unit 21 of the game device 2. For example, when a first user A2 and a second user B3 compete against each other in a vanguard battle, the first execution means 55a in the game device 2 of the first user A2 controls the character corresponding to the first user A2 based on operation information corresponding to the operation input of the first user A2, and executes the first execution means 55a in the game device 2 of the second user B3. Based on the operation information sent to the game device 2 of the user A2, the character corresponding to the second user B3 is The controller may also be controlled.

[0073] The game device 2 of a user who is not currently playing a game can watch the game of other users in the team. For example, each game device 2 receives operation information from the game device 2 of the user currently playing a game via the server device 4, etc., and generates a battle video based on the received operation information. Alternatively, the server device 4 may be able to receive a battle animation.

[0074] Once the vanguard, middle, and captain matches in the first match are all completed, a second preparation process is carried out, which is a process prior to the second match between the first and second teams. The second preparation process is the same as the first preparation process, except that the first user A and the second user B are swapped. Therefore, some of the details of the second preparation process that overlap with the first preparation process will be omitted in the explanation. In the second preparation process, the match management means 51 sends information regarding the opponent team's team name and the start time of the match with the opponent team from the server device 4 to the game device 2 of each team. The match management means 51 also sends request information from the server device 4 to the game device 2 of the first team, requesting order information for the first team. However, this information is not sent to each game device 2 in the second preparation process. If the information has already been sent before the second preparation process, there is no need to send the same information again in the second preparation process.

[0075] In the game device 2 of the first team, which is the away team in the second match, that is, the game device 2 of the first user A, the first selection means 53a selects the first team in the second match in response to an operation by the first user A. The first user name to participate in each individual match of the Senpo, Chuken, and Taisho matches, and the first user name to participate in each individual match A selects the character to be used. The order information generated by the selection by the first selection means 53a is sent from the game device 2 to the server device 4.

[0076] Thereafter, a predetermined time before the start time of the second match, in this example, at the disclosure date and time of the away team order to the home team included in the match schedule information, the second providing means 52b The order information of the first team is displayed on a display 32 (second The second user is provided with the information through the output unit (step S6).

[0077] In the game device 2 of the second team, which is the home team in the second match, that is, the game device 2 of the second user B, the second selection means 53b selects the first player in the second match in response to an operation by the second user B. The second user name to participate in each individual match in the Houken, Chuken, and Taisho matches, and the second user B in each individual match The character to be used is selected by the second selection means 53b (step S7). The made order information is sent from the game device 2 to the server device 4.

[0078] In this way, when the order information for the first team and the order information for the second team regarding the second match are determined, the second preparation process ends.

[0079] After the second preparation process is completed, the second execution means 55b executes a game in which the first user and the second user compete against each other. The second match is executed (step S8). Specifically, the second execution means 55b executes the second match of the first team. Based on the leader information and the second team's order information, three second matches will be held in sequence: the vanguard match, the middle match, and the captain match.

[0080] When all of the first, second, and final matches in the second competition are completed, the determining means 56 updates the team rankings in the league competition based on the results of the league competition, including the results of the first and second competitions (step S9). Note that the updating of the team rankings by the determining means 56 does not have to be performed after the results of the second competition so as to reflect the results of the first and second competitions at once. For example, the determining means 56 may update the team rankings to reflect the results of the first competition after the results of the first competition are announced in step S5, and may update the team rankings to reflect the results of the second competition after the results of the second competition are announced in step S8.

[0081] After step S9, the match management means 51 determines whether or not all matches in the league have been completed (step S10). If it is determined that all matches in the league have not been completed (step If the result of step S10 is NO, the match management means 51 proceeds to step S2 and sets up another match in the league. Determine.

[0082] If it is determined that all matches in the league have been completed (step S10: YES), the determination means 56 determines the winning team of the league based on the results of the league, including the results of the first match and the second match (step S11).

[0083] Note that the flow of the tournament progress process shown in Figure 4 is merely an example. For example, the character that the first user will use in the middle match of the first competition does not have to be selected before the vanguard match of the first competition, but may be selected between the vanguard match and the middle match of the first competition.

[0084] Also, for example, after the first match between the first team and the second team, the second match between the first team and the second team does not have to be held immediately afterwards. For example, the second match may be held on a different date from the first match. For example, after the first match between the first team and the second team, the first or second match between other teams participating in the league match may be held, or the first or second match between one of the first team and the second team and another team participating in the league match may be held. Also, multiple matches in a league match may be held in parallel. For example, when the first or second match between the first team and the second team is being held, A first or second match may be played between different teams that participated in the group match.

[0085] In summary, the game program according to this embodiment is a game program for realizing a battle game in which the first user and the second user battle each other in a game system 1 including a display 32 (first output unit) that displays information to one or more first users and is viewed by the first users, a display 32 (second output unit) that displays information to one or more second users and is viewed by the second users, and a control unit 5 (computer), a first execution means 55a for executing a first match between a first user and the second user; a first providing means (52a) for providing (outputting) first match information relating to the first match to the first user via a display (32) visible to the first user before the match ends; a second execution means for executing a second battle of the same type as the first battle, in which the first user battles against the second user; a second providing means (52b) for providing (outputting) the results of the first and second battles to the second user via a display (32) that the second user can view; and a determining means 56 for determining the overall result of the war game.

[0086] According to the game program, a first user and a second user can have at least two matches: a first match in which the first user can start the match in an advantageous position, and a second match in which the second user can start the match in an advantageous position. In the first and second matches, one user is actively put in an advantageous position, so that it is possible to prevent one user from gaining an advantage due to luck. As a result, fairness between competing users can be improved, and a match can be realized in which users can easily demonstrate their skills.

[0087] Furthermore, in this embodiment, the first selection means 53a selects a character to be used by the first user in the first battle through an operation by the first user after the first providing means 52a provides the first battle information to the first user. Therefore, the first user can devise a strategy for selecting game elements to be used or usable in the first battle, taking the first battle information into account. Furthermore, the second selection means 53b selects a character to be used by the second user in the second battle through an operation by the second user after the second battle information is provided to the second user by the second providing means 52b. Therefore, the second user can devise a strategy for selecting game elements to be used or usable in the second battle, taking the second battle information into account. Thus, this embodiment provides a new mechanism for allowing only one user to devise a strategy using battle information, thereby enhancing the entertainment value of the battle game.

[0088] (Variation) Next, the flow of the tournament progress processing according to the modified example will be described with reference to Figure 6. While the tournament described with reference to Figure 4 employed league matches, the tournament progressed by the tournament progress processing according to the modified example employs a tournament format. Other match formats are the same between the tournament progressed by the tournament progress processing according to the modified example and the tournament described with reference to Figure 4, and therefore description thereof will be omitted. In other words, each team-versus-team match in the tournament is a team match including a vanguard match, a middle-ranking match, and a captain match.

[0089] In the tournament progress process, the match management means 51 first determines the tournament participants, that is, the tournament participating teams (step T1). Step T1 is the same process as step S1, so its explanation is omitted. do.

[0090] Once the participating teams have been determined, the match management means 51 creates a tournament table including the multiple teams participating in the tournament. Then, the match management means 51 sets the matches so that the first round of the created tournament table will be held (step T2).

[0091] For example, when a team match between a first team and a second team is set for the first round, a first preparation process is carried out, which is a process carried out before the first match between the first team and the second team is carried out. Steps T3 to T8 in the tournament progress process are the same as steps S3 to S8 described above. That is, after step T2, the first preparation process, first execution process, second preparation process, and second execution process are carried out.

[0092] Thereafter, the determining means 56 determines which of the first user and the second user has won based on the results of the first and second matches (step T9).

[0093] The match management means 51 determines whether all matches in the tournament have been completed (step T10). If it determines that all matches in the tournament have not been completed (step T10: NO), the match management means 51 proceeds to step T2 and sets the next match according to the result of the determination means 56 in step T9.

[0094] If it is determined that all matches in the tournament have ended (step T10: YES), the determining means 56 determines the winning team of the tournament based on the result by the determining means 56 in the immediately preceding step T9 (step T11).

[0095] <Other embodiments> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the gist of the present invention.

[0096] For example, the game program 34a does not have to be recorded on the game media 34. For example, it may be downloaded to the game device 2 from an external source via the communication network NW. For example, the game device 2 provided in the game system of the present invention is a mobile information device such as a smartphone. The device may be a terminal, and the operation unit and display unit may be a touch screen, etc. The display device that displays the game screen may be a head-mounted display, etc.

[0097] In the above embodiment, the game system 1 includes a game device 2 and a server device 4. However, the game system of the present invention may not include a server device.

[0098] The game program of the present invention may be executed by at least one computer of the game device 2 and the server device 4. For example, a part of the game program of the present invention may be stored in the server device, and the rest of the game program of the present invention may be downloaded to the game device or recorded on a recording medium to be read by the game device. For example, the control unit 41 of the server device 4 may execute the game program stored in the storage unit 42. may function as part or all of the functional units 51 to 56 by executing the above. In this case, the game program of the present invention is a program stored in the server device 4 or stored in a distributed manner in the game device 2 and the server device 4.

[0099] Furthermore, in the above embodiment, the control unit 21 of the game device 2 functions as a match management means 51, a providing means 52, a selecting means 53, a restricting means 54, an executing means 55, and a determining means 56 by executing the game program 34a, but some of these functional units 51 to 56 may not function.

[0100] The present invention can be applied not only to online games but also to offline games. In the above embodiment, a fighting game has been described as an example of a competitive game, but the present invention is not limited to this. For example, the present invention can be applied not only to competitive fighting games but also to action games, role-playing games, shooting games, sports games, racing games, etc. The competitive game does not have to be a game in which users compete against each other, but may be, for example, a game in which a user competes against a computer. For example, the competitive game may be a game in which a player character operated by a user competes against a non-player character. In other words, the present invention makes it possible to realize fair matches with non-player characters.

[0101] The game elements selected by the selection means and the content of the battle information provided to the user by the providing means may vary depending on the type of battle game.

[0102] For example, in the above embodiment, before the start of a match between a first user and a second user, the selection means 53 selected a character as a game element that one user will use in the match. However, the game element selected by the selection means 53 may also be a game element that the user can use in the match. In other words, the game element selected by the selection means 53 may be one that the user can freely decide whether to use during the match. For example, the game element selected by the selection means 53 may be an item or game function that the user can use at any time during the match. In a battle game featuring multiple usable items, there may be compatibility between items, such as one item being advantageous over another item. Note that regardless of whether the game has compatibility between items, if the user can know in advance which items the opponent may use, the user can plan a strategy for the match taking those items into consideration. Therefore, knowing in advance which items the opponent may use is advantageous for the user.

[0103] In the above embodiment, a fighting game in which different game elements have compatibility with each other has been described, but the present invention can also be applied to fighting games in which the game elements do not have compatibility with each other. However, the present invention is suitable for fighting games in which the game elements have compatibility with each other.

[0104] For example, the present invention is suitable for a battle game in which, in a battle between a first game element operated by a first user and a second game element operated by a second user, a predetermined action of the second game element acts more effectively than a predetermined action of the first game element. Examples of the "predetermined action of the second game element acts more effectively than a predetermined action of the first game element" include the following (a), (b), (c), and (d). (a) When the first game element and the second game element act simultaneously, the second game element has an advantage over the first game element. (b) When an action of the first game element and an action of the second game element are effective at the same time, the action of the second game element is advantageous. (c) The second game element may take another action that overrides a predetermined action of the first game element. (d) In the case of a battle game in which predetermined effective ranges are allocated to the first game element and the second game element, the effective range of the second game element is wider than the effective range of the first game element.

[0105] An example of the above aspect (a) is, for example, when a first game element and a second game element perform a technique during a match. In the case where the first game element and the second game element are objects (characters) that can be generated, and when the first game element and the second game element simultaneously start an action to perform a technique, the generation of the technique of the second game element may be earlier than the generation of the technique of the first game element. For example, consider a fighting game in which a hit determination area is allocated to each fighting character, and when a character attacks, an attack determination area is allocated to a predetermined part of the character or a projectile during the attacking action, and when the attack determination area of ​​one character comes into contact with the hit determination area of ​​another character, it is determined that the attack of the attacking character has hit the other character. In such a fighting game, with regard to the time from when the operation input for the attacking action is accepted to when the attack determination area is generated (so-called generation time), the generation time of the second game element is shorter than the generation time of the first game element, as an example of the aspect (a) above. It is possible.

[0106] An example of the above aspect (b) is the above-mentioned battle game in which a hit determination area and an attack determination area are arranged. In a game, after a first game element and a second game element perform an action to perform a technique, if the attack judgment areas become effective at the same time or at a similar timing, only one of the attacks will hit. Attack judgment areas and hit judgment areas are allocated for each technique of the characters, and when techniques are exchanged, the attack judgment area of ​​one character may not hit or may be difficult to hit against the hit judgment area of ​​the other character.

[0107] An example of the above aspect (c) is a game in which the first game element has an attack technique or a projectile that shoots a projectile. In this case, the second game element may have a counter technique that determines that even if the player comes into contact with the projectile, the player will not be subjected to an attack related to the projectile.

[0108] An example of the effective range in the above aspect (d) is, for example, a hit detection area and an attack detection area. This may be an attack determination area in a fighting game where a fixed area is arranged. This may mean that the attack determination area of ​​the second game element is larger or longer than the attack determination area of ​​the first game element. For example, this may mean that the reach of the character as the second game element is longer than the reach of the character as the first game element.

[0109] The present invention is also suitable for competitive games in which different types of game elements are compatible with each other. For example, in games in which combinations of game elements such as stages, characters, and items are compatible with each other, providing a specific game element to be used by only one of the competing users can be advantageous. For example, by providing a user with information about the stage in which the battle will be held before the battle, the user can select characters, items, etc. to be used according to the stage, thereby giving an advantage to the user who received the information from the providing means.

[0110] Although the first and second battle information have been described as including information indicating the characters the user will use in the battle, the first and second battle information are not limited to this. The first and second battle information do not have to be information that specifically indicates the game medium, as long as it is related to the game medium, etc. For example, the first and second battle information may be information regarding the characteristics of the character, such as whether the character is a close-range character that excels in close-range battles or a long-range character that excels in long-range battles, as will be described later. If the first and second battle information are information regarding the space in which the battle will take place, the information regarding the space in which the battle will take place does not need to be specific information such as the stage name, but may be information regarding the characteristics of the stage, such as a stage without ground or a stage with sea. By knowing in advance the characteristics of the character used by the opponent and the characteristics of the battle stage, the user can select a character that matches those characteristics, thereby gaining an advantage.

[0111] For example, the first battle information and the second battle information may be information about the opponent's strategy, information about the type, attributes, and equipment of the character used by the opponent, or setting information set by the opponent for the battle.

[0112] For example, the first and second match information do not have to be information about game elements selected by the selection means 53. For example, the first and second match information do not have to be information about the selection of game elements by the user, and may be information about game elements automatically selected by a computer.

[0113] The first battle information is information about game elements that can be used or shared by the first user and the second user in the first battle, and the second battle information is information about game elements that can be used or shared by the first user and the second user in the second battle. The information may be information about a game element that is commonly used or usable by the first user and the second user. In this case, the first providing means may not provide the first battle information via the second output unit before the start of the first battle, and the second providing means may not provide the second battle information via the first output unit before the start of the second battle. Examples of game elements commonly used by the first user and the second user in a battle include a virtual space (terrain or buildings) or a map in which the character operated by the first user and the character operated by the second user are placed. In other words, the battle information may be information about the space in which the battle will take place. Users who are provided with information about the space in which the battle will take place can plan tactics appropriate for the space in which the battle will take place in advance of the battle. Therefore, knowing information about the space in which the battle will take place in advance is advantageous for the users. The space in which the battle will take place may be a two-dimensional space or a three-dimensional space.

[0114] The information regarding game elements commonly used or available to the first and second users in the first match may be information regarding game elements selected by the first user's operation, and the information regarding game elements commonly used or available to the first and second users in the second match may be information regarding game elements selected by the second user's operation. In other words, the first providing means may also function as the first selecting means, and the second providing means may also function as the second selecting means. For example, the first user may be able to select the virtual space to be used in the first match before the first match begins. In this case, the second user does not know the virtual space to be used in the first match before the start of the first match, allowing the first user to proceed with the first match at an advantage over the second user.

[0115] The first match information does not have to be information about game elements that the second user will use or can use in the first match, and the second match information does not have to be information about game elements that the second user will use or can use in the second match. For example, if the first match and the second match are team matches as described in the above embodiment, the match information may be information indicating which user on the opposing team will appear in what order in the team match.

[0116] In the above embodiment, the first match information and the second match information are information that gives the provided user an advantage in the match, but may be information that gives the provided user a disadvantage in the match.

[0117] In the above embodiment, the providing means 52 provides the battle information to the user before the battle starts, but the providing means 52 may provide the battle information to the user before the battle ends. For example, the first providing means 52a may provide the first battle information related to the first battle during the first battle, such as immediately after the start of the first battle. The second providing unit 52b may provide the battle information to the first user immediately after the start of the second battle, for example. Second match information regarding the second match may be provided to the second user during the second match. For example, if information indicating the status of the opponent during the match, such as the position of an object controlled by the opponent, is provided to the user during the match, the user who received the information may have an advantage.

[0118] Although the providing means 52 provides the battle information to the user via the display 32, it may also provide the battle information to the user via a display unit other than the display 32. The providing means 52 may also provide the battle information to the user via an audio output unit such as a speaker, headphones, or earphones. That is, the output unit in the present invention may be an audio output unit instead of or in addition to the display unit.

[0119] In the above embodiment, the first and second matches were team matches, but they may be individual matches, or a single match may involve multiple users competing against multiple other users at the same time.

[0120] For example, the format of the team competition is not limited to that described in the above embodiment. In the embodiment, it has been described that a team vs. team team match is played between users who will participate in the mid-level match after the vanguard match is over, but the team match may also be played in a knockout format, in which after the vanguard match is over, a user who participated in the vanguard match of the team that won the vanguard match competes against a user who will participate in the mid-level match of the team that lost the vanguard match. In the case of a knockout match, the user with the advantage (i.e., the second user in the first match or the first user in the second match) may decide the order for each match. More specifically, a user on the home team who won the vanguard match may look at the characters used by the participants in the mid-level match of the away team and change the characters they will use before playing against the participants in the mid-level match of the away team.

[0121] Furthermore, in the tournament progression process described in the above embodiment, the user decides who will compete in the vanguard, middle rank, and final matches and who will be the reserves. However, who will compete in the vanguard, middle rank, and final matches and who will be the reserves may also be randomly determined, for example, by a computer. Having a computer determine the order of players and reserves in a team match in this way is effective for teams made up of users who are not very close. Furthermore, the teams themselves may also be created randomly. For example, in step S1, when deciding the teams participating in the tournament, team entries are accepted. However, after accepting individual participation, the match management means 51 may randomly select individual users who have applied to participate to form teams.

[0122] Each of the first and second matches may include multiple sub-matches (hereinafter referred to as rounds) that result in a single victory or defeat. The winner of each of the first and second matches may be determined based on the results of these multiple rounds. For example, each of the first and second matches may be a best-of-two format, in which the first player to win two of the multiple rounds included in each match is declared the winner. For example, the first-of-two matches, the second-of-two matches, and the final-of-two matches described in the above embodiment may each be a best-of-two match. For example, the user who first wins two of the multiple rounds included in the first match may be declared the winner of the first match. In this case, after the end of one of the multiple rounds included in the first or second match, the first and second users may be able to freely change the characters they use. This allows for regulations that slightly reduce the disadvantage felt by users (the second user in the first match and the first user in the second match) whose characters are known to their opponents before the match.

[0123] Furthermore, after one of the multiple rounds included in the first or second match is completed, the providing means may enable selection of a character to be used in the next round, and before the next round, the providing means may provide information on the changed character selected by the user at a disadvantage (i.e., the second user in the first match or the first user in the second match) to the user at an advantage (i.e., the first user in the first match or the second user in the second match). Then, after the changed character information is provided to the user at an advantage, the selecting means may select a character to be used by the user at an advantage through an operation by the user at an advantage. In other words, the first user in the first match or the second user in the second match may maintain an advantageous position from the second round onwards. Characters do not need to be changed between rounds.

[0124] Furthermore, after one of the multiple rounds included in the first or second battle has ended, only the user who lost that round may be able to freely change the character they use.

[0125] Also, for example, a team that wins two of the first, second, and third matches may be determined as the team that won the first or second match including the first, second, and third matches. Alternatively, in the case of a league match, regardless of the results of the first, second, and third matches, the first, second, and third matches may all be played, and the results of the first, second, and third matches may be converted into points for ranking, and the ranking of the league may be determined. The method for determining the ranking is not particularly limited.

[0126] In step S11, the determining means 56 determines the league result including the results of the first match and the second match. Although the winning team of the league matches is determined based on the results of the matches, the method of determining the winning team is not limited to this. For example, a playoff may be held between the top three teams in the league matches. The playoff may be a match that does not include the first and second matches, i.e., a one-off match. In other words, the playoff may be conducted without providing match information about the match (e.g., information about the characters used by the opponents). Users participating in the playoff can predict the characters that the opposing users will use in the playoffs based on the matches that the opposing users played in the league matches prior to the playoffs.

[0127] Alternatively, match information regarding the matches may be provided in the playoffs as well as in league matches. In this case, for example, in the playoffs, match information regarding the matches may be provided to users ranked higher in the league before the playoff matches so that users ranked higher in the league are at an advantage. For example, when a playoff is held between the top three teams in a league match, the second-place team and the third-place team in the league may first be made to play against each other, and match information may be provided to the second-place team by the providing means before the match ends (for example, before the match starts). Next, the winner of the match between the second-place team and the third-place team may be made to play against the first-place team in the league, and match information may be provided to the first-place team by the providing means before the match ends (for example, before the match starts).

[0128] In the above embodiment, the game system 1 is a large-scale game played in a tournament or league match. Although the present invention has been described as being for proceeding with a tournament, it can also be applied to battles other than those included in a tournament. For example, it can also be applied to a battle game in which users who access a server device battle each other through a well-known matching process. In this case, after opponents are determined through the matching process, the processes of steps S3 to S8 described in the tournament proceeding process may be executed sequentially.

[0129] The game program and the game system are, for example, It may also be used to manage a tournament. Matches held in the tournament may be distributed to information terminal devices and the like via the communication network NW.

[0130] In the case of a team vs. team match, the game system does not need to have the same number of game devices as the number of users making up the teams, and may have one game device per team.

[0131] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, this embodiment, the modified examples, and other embodiments can be combined as appropriate. [Explanation of symbols]

[0132] 1: Game System 2: Game device 4: Server device 5: Control section 21: Control unit 31: Controller 32: Display 33: Speaker 34a: Game program 41: Control unit 42: Storage section 42a: Game program 42b: Game data 51: Match Management Method 52a: First provision means 52b:Second provision means 53a: First selection means 53b: Second selection means 54a: First restriction measure 54b: Second restriction 55a: First execution means 55b: Second execution means 56:Decision making means

Claims

1. A game system including a first output unit that provides information to one or more first users, a second output unit that provides information to one or more second users, and a computer, the game system including a game program for realizing a competitive game in which the first users compete against the second users, the game program comprising: The computer a first execution means for executing a first match between the first user and the second user; a first providing means for providing first match information regarding the first match to the first user via the first output unit before the first match ends; second execution means for executing a second match of the same type as the first match, in which the first user and the second user compete against each other; a second providing means for providing second match information regarding the second match to the second user via the second output unit before the second match ends; and a determination means for determining an overall result of the competitive game based on the results of the first competitive game and the second competitive game; A game program that functions as a

2. 2. The game program of claim 1, wherein the first match information includes information regarding game elements that the second user will use or can use in the first match, and the second match information includes information regarding game elements that the first user will use or can use in the second match.

3. the game system includes a first operation unit that accepts an operation by the first user and a second operation unit that accepts an operation by the second user; The computer a first selection means for selecting, after the first match information is provided and before the first match starts, a game element to be used or usable by the first user in the first match, through an operation by the first user; and a second selection means for selecting, after the second match information is provided and before the second match starts, a game element to be used or usable by the second user in the second match, through an operation by the second user; 3. The game program according to claim 1, further functioning as:

4. the second selection means, before the start of the first battle, selects, through an operation by the second user, a game element to be used or usable by the second user in the first battle; the first battle information includes information about the game element selected by the second selection means and used or available to the second user in the first battle; the first selection means, before the start of the second battle, selects, through an operation by the first user, a game element to be used or usable by the first user in the second battle; The game program according to claim 3 , wherein the second battle information includes information about the game elements selected by the first selection means that the first user will use or can use in the second battle.

5. 5. The game program according to claim 4, wherein there are a plurality of game elements, and different game elements have compatibility in a battle.

6. The game program according to claim 5 , wherein in the match between the first game element and the second game element, a predetermined action of the second game element acts more effectively than a predetermined action of the first game element.

7. The computer a first limiting means for limiting selection of the game element by the first selecting means within a predetermined first time limit from when the first battle information is provided to the first user until when the first battle starts; and a second limiting means for limiting the selection of the game element by the second selecting means within a second predetermined time limit from when the second battle information is provided to the second user until when the second battle is started; The game program according to any one of claims 3 to 6, further functioning as:

8. the first match information includes information regarding a game element that is commonly used or usable by the first user and the second user in the first match; the second match information includes information regarding a game element that is commonly used or usable by the first user and the second user in the second match; the first providing means does not provide the first battle information via the second output unit before the start of the first battle; The game program according to claim 1 , wherein the second providing means does not provide the second battle information via the first output unit before the start of the second battle.

9. the game system includes a first operation unit that accepts an operation by the first user and a second operation unit that accepts an operation by the second user; the first battle information includes information about a game element that is commonly used or usable by the first user and the second user in the first battle and that is selected by an operation of the first user; The game program according to claim 8, wherein the second match information is information regarding a game element that is commonly used or usable by the first user and the second user in the second match and that is selected by operation of the second user.

10. causing the computer to further function as a match management means for setting up matches between a plurality of users participating in a tournament; 10. The game program according to claim 1, wherein the match management means enables the setting of the next match in accordance with the determination by the determination means.

11. The computer is further configured to function as a match management unit that sets matches in a round-robin format for a plurality of users participating in the league match; the league match includes the first match and the second match, 10. The game program according to claim 1, wherein the determining means determines the result of the league match based on the result of the first match and the result of the second match.

12. A game program according to any one of claims 1 to 11, further causing the computer to function as a match management means for setting up a match between a first group made up of the plurality of first users and a second group made up of the plurality of second users.

13. the match between the first group and the second group includes a plurality of the first matches that are executed in sequence by the first execution means; The game program according to claim 12 , wherein the first battle information provided by the first providing means includes information about each of the plurality of first battles.

14. a program storage unit that stores the game program according to any one of claims 1 to 13; a computer that executes the program stored in the program storage unit, Game system.

Citation Information

Patent Citations

  • System, method, and program for providing match game

    JP2019162384A