Program and game device

The program and game device enhance player interest in competitive games by dynamically adjusting attack ranges and activating abilities based on game element states, addressing the lack of strategic depth in existing games.

JP2026062371APending Publication Date: 2026-04-09BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-30
Publication Date
2026-04-09

AI Technical Summary

Technical Problem

Existing competitive games lack mechanisms to enhance player interest through dynamic game elements and strategic depth, particularly in battles involving special abilities.

Method used

A program and game device that implement attack range adjustment and ability activation based on game element states, allowing for a first and second attack range and enabling abilities to be activated under predetermined conditions, enhancing strategic gameplay.

Benefits of technology

This approach increases player engagement by providing strategic depth and enriching battle variations, thereby enhancing player interest in the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase the player's interest in the game. [Means for solving the problem] This is a program that causes a computer to run a competitive game. The program causes the computer to function as a competitive game execution means that runs a competitive game using game elements, an attack range setting means that sets the attack range of the game elements, a damage application means that inflicts damage on the game elements of the opposing players that are within the attack range, and an ability activation means that activates the abilities of the game elements when the game elements meet predetermined conditions. The attack range setting means sets a first attack range when the game elements are in a normal state, and sets a second attack range that is wider than the first attack range when the game elements are in an ability activation state.
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Description

Technical Field

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

Background Art

[0002] In games where players compete against each other, in addition to normal attacks, the game elements of players are often given special abilities (abilities) so that special attacks can be performed, thereby enriching the battle variations with opposing players (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Thus, giving special abilities (abilities) to game elements to enrich battle variations enhances the players' interest in the game.

[0005] Therefore, the present invention aims to provide a program and a game device that enhance the players' interest in the game.

Means for Solving the Problems

[0006] One aspect of the present invention is a program that causes a computer to run a competitive game, wherein the computer functions as a competitive game execution means for running a competitive game using game elements, an attack range setting means for setting the attack range of game elements, a damage application means for inflicting damage on game elements of opposing players that are within the attack range, and an ability activation means for activating the abilities of game elements when predetermined conditions are met, wherein the attack range setting means sets a first attack range when the game elements are in a normal state, and sets a second attack range that is wider than the first attack range when the game elements are in an ability activation state.

[0007] One aspect of the present invention is a game device for executing a competitive game, comprising: a competitive game execution means for executing a competitive game using game elements; an attack range setting means for setting the attack range of the game elements; a damage application means for inflicting damage on the game elements of a competitive player that are within the attack range; and an ability activation means for activating the abilities of the game elements when the game elements meet predetermined conditions, wherein the attack range setting means sets a first attack range when the game elements are in a normal state, and sets a second attack range that is wider than the first attack range when the game elements are in an ability activation state. [Effects of the Invention]

[0008] According to the present invention, it is possible to enhance the player's interest in the game. [Brief explanation of the drawing]

[0009] [Figure 1] Figure 1 is a diagram showing the system configuration of the game system according to this embodiment. [Figure 2] Figure 2 shows an example of a game card P1 where the first game element is a pilot and its type is an attack type character. [Figure 3]Figure 3 shows an example of a game card M1 where the second game element is the piloted aircraft, and its type is an attack type character information. [Figure 4] Figure 4 shows an example of a battle field in the competitive game of this embodiment. [Figure 5] Figure 5 shows an example of a field. [Figure 6] Figure 6 is a front view of a game device 1 according to an embodiment of the present invention. [Figure 7] Figure 7 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention. [Figure 8] Figure 8 shows an example of the game element database 190. [Figure 9] Figure 9 is a diagram illustrating the unit's attack range. [Figure 10] Figure 10 is a diagram illustrating how to specify the second attack range when the ability is activated. [Figure 11] This diagram illustrates the units that can be damaged by the Bombardment ability. [Figure 12] This diagram illustrates the units that can be damaged by the Bombardment ability. [Figure 13] This diagram illustrates the units that can be damaged by the Bombardment ability. [Figure 14] Figure 14 is a diagram illustrating how damage is calculated to units located within the second attack range. [Figure 15] Figure 15 is a block diagram showing the functional configuration of server 2 according to an embodiment of the present invention. [Figure 16] Figure 16 shows an example of the player database 211. [Figure 17] Figure 17 is an operation flowchart of game device 1. [Figure 18] Figure 18 is a flowchart showing the operation of the ability activation process.

Best Mode for Carrying Out the Invention

[0010] Embodiments of the present invention will be described. <Overall Configuration> FIG. 1 is a diagram showing the system configuration of a game system according to the present embodiment. As shown in FIG. 1, the game system includes 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 means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), and other communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0011] The game device 1 is a computer capable of executing a game program, is connected to the communication line N via a wireless communication base station or the like, and can perform data communication with the server 2. The game device 1 is, for example, a business game device (arcade game device), a smartphone, a mobile phone, a portable game device, a stationary home game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like. Basically, there are a plurality of game devices 1, which are operated by each player.

[0012] The server 2 is a server system including one or more server devices, a storage device, and the like. The server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for the operation of the game, distribute a game program and data necessary for executing the game on the game device 1, and the like. Further, although details will be described later, when a player is identified when using the game device 1, that is, when the service of a battle game is provided in a state where it is identified which player it is, the server 2 updates information for managing each player based on the usage content (game play history).

[0013] In this embodiment, the system configuration enables competitive games between multiple players using game devices 1 via server 2 and communication line N. However, this is not limited to competitive games between players (against humans), and also includes cases where one of the players is a non-player character provided by server 2. Furthermore, the game that provides the play experience on game device 1 is not limited to competitive games between players, but may include games configured for single player.

[0014] In the embodiments described below, an example of applying the present invention to a game device that runs a competitive game by displaying a screen with game elements arranged on a game field, as an example of a game device. However, the present invention is applicable to any device that can run a game by displaying a screen with game elements arranged on a game field.

[0015] <Game Elements and Overview of the Competitive Game> To facilitate understanding of the configuration and other aspects of this embodiment, the game elements used in the competitive game according to this embodiment and an overview of the competitive game will be described below.

[0016] The competitive game according to this embodiment features multiple types of game elements. These game elements are characters (characters, vehicles, items, etc.) and are represented as 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). However, the object is not limited to a game card; it is any object configured in a way that allows the game element associated with the object to be identified. The object may be, for example, a figurine or other sculpted object that has the appearance of a game element.

[0017] 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 provided by the game device 1. The game element to which a game card is associated can be determined by the game element reading unit, described later, acquiring the identification information (element ID) attached to the game card to identify the game element. The attachment of identification information (element ID) to a game card may be achieved, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information to identify the game element onto the game card, or by recording it on a tag or IC chip for near-field communication (NFC) embedded in the game card, or by other methods.

[0018] In competitive games, each player can use multiple game elements, and prior to the start of the game (before the sequence in which the game elements are actually manipulated begins), information can be retrieved from the game card, allowing the game elements associated with that game card to be registered as game elements that will appear in the game (used by the player).

[0019] In this embodiment, there are multiple game elements that the player can introduce into the game, but there are mainly two: the first game element and the second game element. The first game element is the pilot, and the second game element is the aircraft that the pilot operates. Furthermore, each of the first and second game elements has multiple different types.

[0020] The first game element, the pilot type, can be categorized into, for example, attack type (Type 1) and defense type (Type 2). The attack type's primary objective is to attack the opponent's game elements, and it attacks the opponent's game elements without protecting the player's other game elements. The defense type's primary objective is to defend the player's other game elements, and it attacks the opponent's game elements in order to protect the player's other game elements. Note that the types and number are just examples and are not limited to these. For example, there may be multiple attack types that can attack only X types of the opponent's game elements, and attack types that can attack only Y types of the opponent's game elements, depending on the types of game elements the opponent has.

[0021] As a second game element, there are different types of mechs, such as attack types (first type) and defense types (second type). Attack types primarily aim to attack the opponent's game elements, attacking them without protecting the player's other game elements. Defense types primarily aim to defend the player's other game elements, attacking the opponent's game elements in order to protect the player's other game elements. As a further type, range (attack) types (third type) may be established, depending on the range (attack) of the weapons the mech can use. For example, if the usable weapon is a long-range weapon, it would be a long-range type, and if the usable weapon is a close-range weapon, it would be a close-range type, and so on. Note that the types and number are just examples and are not limited to these types and numbers.

[0022] These types do not necessarily have to correspond one-to-one with each game element; they can also correspond one-to-many. For example, the second game element, the mecha, could have two types: a defensive type and a long-range type. Mecha with such types can use long-range weapons to attack game elements located far away from the opposing player in order to protect the player's other game elements.

[0023] Furthermore, the first or second game element, in addition to character information about the type or category of the first or second game element, possesses various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) appropriate to that type. For example, an attack type would have parameters specialized for attack. Moreover, terrain suitability affects the battle on the battle field, which will be described later. In other words, the more suitable the terrain characteristics are for the battle field where the battle takes place, the more advantageous the battle will be. These various parameters may also be changed as the battle game progresses.

[0024] Furthermore, some first or second game elements possess special abilities called "abilities." These abilities are activated to give an advantage in the game's progression and enhance the game elements. For example, an ability that, when certain activation conditions (e.g., the consumption of in-game cost) are met, increases the attack power of the opposing player's game elements for a predetermined period, or an ability that inflicts damage on enemies within an attack range centered on a predetermined point. Abilities can be activated automatically when the activation conditions are met, or they can be activated at will by the player when the activation conditions are met. Also, some abilities can only be activated once during a match, while others can be activated multiple times.

[0025] Figure 2 shows an example of a game card P1 where the first game element is a pilot and the character type is attack type. By reading the identification information etc. written on game card P1, the game device 1 can acquire the character information and abilities of game card P1. Figure 3 shows an example of a game card M1 where the second game element is a piloted aircraft, the type is long-range, and the character type is large bombing (bombs are launched at the locked-on target, dealing damage over a wide area upon impact). By reading the identification information etc. written on game card M1, the game device 1 can acquire the character information and abilities of game card M1.

[0026] Furthermore, in the competitive game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a squad) appears. This unit consists of a pilot, which is the first game element, and a mecha, which is the second game element, and is composed of combinations of these two. That is, a player can associate and register a pilot as an element that operates the mecha in the competitive game. As a result, a player can introduce a unit consisting of a mecha and a pilot as a pair into the competitive game.

[0027] A unit's capabilities can be calculated as the sum of, for example, 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 mecha, which is the second game element. Furthermore, a unit has action characteristics that define (or restrict) what actions it can take in a competitive game. The unit's action characteristics are subordinate to (dependent on) at least one of its constituent elements: the type (category) of the pilot, which is the first game element, or the type (category) of the mecha, which is the second game element.

[0028] If a unit's behavioral characteristics are subordinate only to the pilot's type (species), which is the first game element, the pilot's type (species) will not be reflected, and the unit's behavioral characteristics will reflect the pilot's type. For example, if the pilot constituting the unit is of the defensive type and the pilot's pilot is of the offensive type, the pilot's type will not be reflected, and the unit's behavioral characteristics will primarily aim to protect the player's game elements, with attacks on the opposing player's game elements being limited to protecting the player's other game elements. Also, if a unit's behavioral characteristics are subordinate only to the pilot's type (species), which is the second game element, the pilot's type (species) will not be reflected, and the unit's behavioral characteristics will reflect the pilot's type.

[0029] Thus, when a unit's behavioral characteristics are dependent on only one type of game element, the player must consider the types of pilots and mechs and select the pilots and mechs that make up the unit. This is because a unit's ability is, for example, the sum of the character information of its constituent game elements (pilot and mech), and if the wrong types are selected, the unit will not be able to perform its function. 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 mech type are both of the same defensive type, the unit will be able to perform its function in accordance with its behavioral characteristics.

[0030] On the other hand, if the unit's behavioral characteristics are made dependent on both the pilot type (species), which is the first game element, and the mecha type (species), which is the second game element, this is effective when the pilot type (species) and the mecha type (species) are completely different. For example, when the pilot type (species) has attack and defense types, and the mecha type (species) is range (attack) type. In such a case, the behavioral characteristics of a unit with a defensive pilot and a range-type mecha will be such that it uses long-range weapons to attack the opponent's game elements at a distance in order to defend the player's other game elements. This way, a game with a high degree of strategy can be provided to the player.

[0031] Furthermore, as a unit's ability, it can acquire the abilities of the first or second game element. For example, if the aircraft of the second game element has an ability, a unit that uses that aircraft as a component can acquire the ability of the aircraft of the second game element. For example, a unit that uses game card P1 (pilot) in Figure 2 and game card M1 (aircraft) in Figure 3 as components can acquire the ability (bombardment) of game card M1 (aircraft).

[0032] Next, we will explain what "competition" means in competitive games. In this embodiment, the battle proceeds by deploying (positioning) registered units (units) for each player on a battle field of a predetermined size, and performing movement and attack actions (the execution of these actions is received by the operation input unit described later).

[0033] Figure 4 shows an example of a battle field in a match according to this embodiment. In one embodiment described below, there is a battle field 30. The battle field 30 has a player's base 31 and an opposing player's base 32. Each player wins the match by destroying the opposing player's base (reducing its durability to 0). In the following description, when describing the types of battle fields, the term "field" is used, and the field actually used in a match is referred to as the battle field.

[0034] The field has multiple terrain categories. Figure 5 shows an example of a field. The example in Figure 5 shows terrain categories such as an underwater field (simulating the seabed), a space field (simulating outer space), a desert field (simulating a desert), a land field (simulating a city, etc.), and a random field (where the field is randomly selected from the above fields). Furthermore, each terrain category may include two or more types of battle fields. For example, the space category may include a space field 1 and a space field 2.

[0035] The player selects one of the aforementioned fields to be used as the battle field, either through selection by the player or by the system through a lottery or based on predetermined rules.

[0036] At the start of a versus game, information about the units registered by opposing players is unknown. Players can deploy each of their registered units to the battle field 30 at any time after the start of the battle game. When a unit is deployed to the battle field 30, opposing players are notified of the game elements (mobile suit and pilot) that make up that unit. This configuration provides players with the enjoyment of strategically developing the game while observing the units and actions of opposing players.

[0037] <Configuration of Game Device 1> Figure 6 is a front view of a game device 1 according to an embodiment of the present invention.

[0038] The game device 1 includes a display unit 11 that displays information necessary for game progression, such as menus and game fields; first game element reading units 121-125 for registering first game elements (pilots) to appear in the versus game from game cards held by the player; and second game element reading units 131-135 for registering second game elements (aircraft) to appear in the versus game from game cards held by the player.

[0039] The first game element reading units 121-125 are readers that read character information of pilots, which are the first game elements to be introduced into the game, from game cards. In this embodiment, the game device 1 is equipped with five first game element reading units 121-125 so that up to five pilots can be registered as playable game elements. By setting (placing) the game cards P of pilots (first game elements) to be introduced into the competitive game from the game cards the player possesses into the first game element reading units 121-125, the first game element reading units 121-125 can read the identification information of the pilot (first game element) game card.

[0040] The second game element reading units 131-135 are readers that read character information of the mecha, which is the second game element to be used in the game, from the game cards. In this embodiment, the game device 1 is equipped with five second game element reading units 131-135 so that up to five mecha can be registered as playable game elements. By setting (placing) the game cards of the mecha (second game elements) to be used in the battle game from the game cards the player possesses into the second game element reading units 131-135, the second game element reading units 131-135 can read the identification information of the game card of the mecha (second game element).

[0041] A game can be started by forming up to five units (squads), each consisting of one registered pilot and one aircraft. Specifically, the maximum number of aircraft that can be registered and the maximum number of pilots that can be registered are the same, set to five.

[0042] Furthermore, if, for example, a player has just started using game device 1 or does not have game cards with them, and the number of game cards from which information can be retrieved is less than the maximum number (upper limit) for each aircraft and pilot, then each game element constituting a unit (unit) does not necessarily need to be registered based on information retrieved from game cards. In this case, additional game elements provided by game device 1 may be registered, and the maximum number of aircraft and pilots may be registered, forming five units. Also, in a configuration where concepts such as cost are introduced during registration, the number of units (units) to be registered may be set to a number less than the maximum number.

[0043] Furthermore, although this embodiment describes registering one unit by associating one pilot with one aircraft, the implementation of the present invention is not limited to this. That is, the game elements constituting one unit may be such that multiple pilots are associated with one aircraft, or one pilot is associated with multiple aircraft.

[0044] Figure 7 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention.

[0045] The game device 1 comprises a processing unit 10, a display unit 11, first game element reading units 121-125, second game element reading units 131-135, an operation input unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a storage unit 19.

[0046] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, the first game element reading unit 12, the second game element reading unit 13, and operation input signals from the operation input unit 14. The functions of the processing unit 10 can be realized by, for example, a microprocessor such as a CPU or GPU, an ASIC, an IC memory, or other electronic components. Specifically, the control unit 10 controls the operation of each part by, for example, reading the operation programs of each part recorded in the recording unit 19, expanding them into memory, and executing them. The processing unit 10 includes, as its main functional parts, a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, an ability management unit 113, and a performance processing unit 114. These parts will be described later.

[0047] The display unit 11 displays various game screens based on image signals output from the processing unit 10. The functions of the display unit 11 can be realized by a display device such as a flat panel display like an LCD, a projector, or a head-mounted display. In Figure 6, the display unit 11 corresponds to the display 11.

[0048] As described above, the first game element reading units 121 to 125 are five first game element reading units, which is the upper limit for the number of first game elements that can be registered. They are readers that read the character information of pilots, which are first game elements to be introduced into the game, from the game cards held by the player. Reading the first game elements from the game cards is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the game card's identification information, etc., which is printed on the game card. Alternatively, if the game card's identification information, etc., is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information is read from those tags or IC chips. The read information is output to the processing unit 10 along with the reading unit ID (for example, reading unit ID = 121), which is the identification information of the device itself.

[0049] As described above, the second game element reading units 131 to 135 are five second game element reading units, which is the upper limit for the number of second game elements that can be registered. They are readers that read character information of the aircraft, which is a second game element to be introduced into the game, from the game card held by the player. Reading the second game element from the game card is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the game card's identification information, etc., which is printed on the game card. Alternatively, if the game card's identification information, etc., is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information is read from those tags or IC chips. The read information is output to the processing unit 10 along with the reading unit ID (for example, reading unit ID = 131), which is the identification information of the device itself.

[0050] A unit is composed of a first game element read by the first game element reading units 121-125 and a second game element read by the second game element reading units 131-135. As mentioned above, one unit is a combination of a pilot, which is a first game element, and a mecha, which is a second game element. Therefore, in order to make it easy for the player to identify the combination of the pilot, which is a first game element, and the mecha, which is a second game element, that constitutes a unit, the first game element reading units 121-125 and the second game element reading units 131-135 are arranged so that at least one side of the pair of first game element reading units 121-125 and one side of the second game element reading units 131-135 are adjacent to each other. For example, the lower side of the first game element reading unit 121 and the upper side of the second game element reading unit 131 are adjacent to each other, forming a pair vertically. This makes it easy for the player to understand that a unit is formed when the pilot on the game card read by the first game element reading unit 121 and the aircraft on the game card read by the second game element reading unit 131 form a pair. The same applies to other combinations of the first game element reading units 122-125 and the second game element reading units 132-135.

[0051] The operation input unit 14 is for the player to input various operations related to the game, and outputs an operation input signal to the processing unit 10 according to the operation input. The functions of the operation input unit 14 can be realized by elements that the player directly operates with their fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, and trackball, as well as elements that detect movement and posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, and geomagnetic sensor. In this embodiment, the touch operation panel attached to the display unit 11 is an example of this.

[0052] The payment detection unit 15 detects that payment has been made in the game device 1. Payment may be determined, for example, by detecting that a predetermined amount of coins or equivalent coins have been inserted into an unillustrated slot in the game device 1, or by detecting the completion of settlement processing based on communication with a chip related to a predetermined electronic money. In this embodiment, the game device 1 is described as starting to provide a service, including the provision of a series of game play experiences, based on the payment of the payment related to the start of service provision. Furthermore, payment can be detected even after the start of service provision.

[0053] The user information reading unit 16 retrieves information from an item that records a player ID (player identification information) in order to identify the player using the game device 1. In this embodiment, the item that records the player ID is a player card, which is configured as a card.

[0054] The sound output unit 17 is a speaker or the like that outputs sound effects related to the game based on the sound signal output from the processing unit 10.

[0055] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 18 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as a server 2 via the communication line N. The communication unit 18 also receives information from an external device via the communication line N.

[0056] The recording medium 19 is a data-retaining storage device, such as a non-volatile memory or an HDD. The recording medium 19 stores not only the operating programs for each part of the game device 1, but also information on parameters necessary for the operation of each part, and various graphics data used in the competitive game executed by the game device 1.

[0057] Furthermore, the recording medium 19 stores a game element database 190 (game element DB 190). The game element DB 190 is a database that manages information (element information) about each of the game elements that appear in the game. In the game device 1 of this embodiment, when a player plays a game, they place a game card in the first game element reading unit 121-125 and the second game element reading unit 132-135 to acquire information, thereby making the game elements associated with the game card appear in the game. The element information managed for a single game element includes, for example as shown in Figure 8, an element ID (identification information) 191 that uniquely identifies the game element, type information 192 indicating the type of game assigned to the game element, rendering information 193 including graphics data used to generate the screen when the game element appears in the game, parameter information (character information) 194 describing the name, attributes, etc. of the game element, as well as parameters defined for each element level of the game element, and ability information 195 describing the activation conditions and the effects activated. The parameter information 194 and ability information 195 are information referenced in the game in which the game element appears and are involved in controlling the progress of the game.

[0058] In this embodiment, the game element DB190 stores graphics data, parameter information, ability information, etc., and the element information is described as including this data. However, the implementation of the present invention is not limited to this. The element information may also include information indicating the storage location of the data for each piece of information.

[0059] Next, we will explain the main functional parts of the processing unit 10: the game element acquisition unit 110, the unit configuration unit 111, the game execution unit 112, the ability management unit 113, and the performance processing unit 114.

[0060] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121-125 and the second game element reading units 131-135. At this time, it also acquires the reading unit ID that identifies the first game element reading units 121-125 and the second game element reading units 131-135 that read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 121-125 will be referred to as 121-125, and the reading unit IDs of the second game element reading units 131-135 will be referred to as 131-135). The game element acquisition unit 110 acquires the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the acquired game card element ID 191 from the game element DB 190. The game element acquisition unit 110 then associates the reading unit ID with the game element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the unit configuration unit 111 and the game execution unit 112. The first game element reading units 121-125 and the game element acquisition unit 110 function as a first game element registration means. The second game element reading units 131-135 and the game element acquisition unit 110 function as a second game element registration means.

[0061] The unit configuration unit 111 receives the reading unit ID, element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195 from the game element acquisition unit 110, and forms a unit (fleet) from a pair of first game elements, the pilot, and second game elements, the aircraft. The unit configuration unit 111 identifies the pair of first and second game elements from the reading unit ID. In this embodiment, the combinations of reading unit IDs (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) correspond to the game elements that constitute a unit. The unit configuration unit 111 identifies the first and second game elements that form a pair by identifying the element ID 191 associated with the reading unit ID of each pair. The unit configuration unit 111 then configures the unit using the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191.

[0062] 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 also be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. In addition, the unit's behavioral characteristics are subordinate to (dependent on) at least one of its constituent elements: the pilot type (category), which is the first game element, or the aircraft type (category), which is the second game element.

[0063] Furthermore, the unit component 111 can add the abilities of the first or second game element as part of the unit's capabilities. For example, if the aircraft of the second game element has an ability, a unit that uses the aircraft of the second game element as a component can have the ability of the aircraft of the second game element.

[0064] The game execution unit 112 controls the entire game (including the display of game images) from the start to the end of a competitive game. When the payment detection unit 15 detects payment, the competitive game starts. In a competitive game, the unit configuration unit 111 places the configured units (units) onto the game field, and controls the progress of the battle according to the operation input made by the player to the units (units). The game execution unit 112 also uses various parameters of each unit to calculate attack and defense during the battle and determines whether a unit is in a battle-ready state or an unbattle-ready state. The battle-ready state is when the player can operate the unit, and the unbattle-ready state is when the player cannot operate the unit. The game management unit 112 also displays various visual images that can identify the battle-ready and unbattle-ready states of units, the activation of abilities, and other states.

[0065] The Ability Management Unit 113 manages the abilities possessed by units. Units have a normal state and an ability-activated state. The normal state is when the ability is not activated, and the ability-activated state is when the ability is activated. The Ability Management Unit 113 manages whether each unit is in the normal state or the ability-activated state. In the following description, a unit in the normal state will be referred to as a normal unit, and a unit in the ability-activated state will be referred to as an ability-activated unit.

[0066] Abilities can be activated in two ways: automatically when the activation conditions are met (automatic activation), or manually when the player operates the ability when the activation conditions are met (manual activation). The Ability Management Unit 113 determines whether a unit meets the activation conditions. In the case of an automatically activated ability, when a unit meets the activation conditions, it activates the ability and transitions the unit from its normal state to an ability-activated state. Then, it modifies the parameters of the ability-activated unit to give it the effect of the ability.

[0067] On the other hand, in the case of optional abilities, even if a unit meets the activation conditions, the ability does not activate immediately. Instead, it waits for the player to take action on the unit (designating a unit and activating the ability). Once that action is taken, the ability is activated, and the parameters of the unit that activated the ability are changed to give it the effect of the ability. Note that parameter changes are not limited to, for example, increasing the unit's attack power or defense power. For example, it may also involve adding parameters that activate special effects.

[0068] As an example of an ability, let's explain the ability called "Great Bombardment." This ability is used by units that can perform long-range attacks, and it extends their attack range to a wider range (second attack range) than their normal attack range (first attack range), dealing damage to units within that second attack range.

[0069] Figure 9 is a diagram illustrating the attack range of a unit. Figure 9 illustrates the first and second attack ranges. The attack range of a unit in its normal state is the first attack range, and the attack range when its ability is activated is the second attack range. As shown in Figure 9, the second attack range is wider than the first attack range. The first and second attack ranges are circular in shape, centered on the center point of the attack range designated by the player.

[0070] Next, we will explain how to specify the second attack range when an ability is activated. Figure 10 is a diagram illustrating how to specify the second attack range when an ability is activated. The second attack range is set so that no units of the player with an activated ability are present within the second attack range based on the specified center point. In other words, the ability management unit 113 does not allow setting the center point of the attack range in such a way that units of the player with an activated ability are present within the second attack range. However, this is not the only option, and it is permissible to allow setting the center point of the attack range in such a way that units of the player with an activated ability are present within the second attack range.

[0071] Next, we will explain the attack power (damage) of the Bombardment ability against units. Figures 11 to 13 are diagrams illustrating the units that can be damaged by the Bombardment ability. Units include the player's allied units and the opposing player's enemy units. Furthermore, allied units include units with the Bombardment ability activated and other allied units. The types of units that can be damaged by the Bombardment ability can follow the following patterns.

[0072] 1. Damage Pattern 1 As shown in Figure 11, this pattern deals damage only to the opposing player's enemy units among the units within the second attack range.

[0073] 2. Damage Pattern 2 As shown in Figure 12, this pattern deals damage to units within the second attack range, including enemy units of the opposing player and friendly units other than those with the "Great Bombardment" ability activated. However, friendly units that take damage will not have their hit points reduced to zero; they will always have at least 1 hit point remaining.

[0074] 3. Damage Pattern 3 As shown in Figure 13, this pattern deals damage to the opposing player's enemy units, units with the Bombardment ability activated, and other friendly units within the second attack range. In other words, it deals damage to all units within the second attack range. However, units with the ability activated that take damage, and other friendly units, will not have their hit points reduced to 0 (incapacitated or uncontrollable); they will always have at least 1 hit point remaining after taking damage.

[0075] Next, we will explain how to calculate damage to units within the second attack range. Figure 14 is a diagram illustrating how to calculate damage to units within the second attack range. The Bombardment ability is an ability that simulates an attack using bombs. In an attack using bombs, the closer a unit is to the point where the bomb lands (the center point of the second attack range), the greater the damage it inflicts, and the further away a unit is from the point where the bomb lands (the center point of the second attack range), the less damage it inflicts. Therefore, in order to reproduce this effect, this ability controls the damage so that units closer to the center point of the second attack range inflict greater damage, and units farther away from the center point of the second attack range inflict less damage. In the example in Figure 14, the distance from the center point of the second attack range is divided into three stages, and the damage to units within the closest distance 1 is large (for example, 100), the damage to units within the second closest distance 2 is medium (for example, 50), and the damage to units within the farthest distance 3 is small (for example, 10). However, as with damage patterns 2 and 3 described above, if damage is also dealt to friendly units, even if the damage dealt exceeds the unit's remaining hit points, the unit's remaining hit points will be reduced to 1.

[0076] Ability Management Unit 113 manages these abilities.

[0077] The effects processing unit 114 performs the effects for the activation of abilities. The effects performed by the effects processing unit 114 include, for example, the effects of the ability being activated by the ability management unit 113. For example, in the case of the aforementioned large bombing ability, the effects include showing the explosion of the dropped bombs instantly expanding to the maximum effective range (second attack range), and to show the strength of the explosion's power, the effects include showing the explosion effect (blast wave) remaining on the field for 2-3 seconds or more. While this effect (blast wave) is being shown, units that were on the field become invisible or have reduced visibility.

[0078] By using this kind of presentation, it is possible to visually represent the effects of the abilities.

[0079] Next, the server 2 according to this embodiment will be described. Figure 15 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 comprises a processing unit 20, a storage unit 21, and a communication unit 22.

[0080] The processing unit 20 is, for example, a CPU, and controls the operation of each block in the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading the operation program of each block recorded in the recording unit 21, loading it into memory, and executing it. The processing unit 20 includes, as its main functional units, a matching processing unit 201 and a management unit 202.

[0081] The matching processing unit 201 performs matching processing for player-versus-player games (player vs. player) provided in the game system of this embodiment. Through the matching processing, sessions are established for, for example, two game devices 1 that sent matching requests at the same time among the game devices 1 connected to the server 2, and they transition to a state in which information communication related to the game is possible.

[0082] The management unit 202 manages the evaluation of players involved in the game based on the gameplay content of the game performed on the game device 1. More specifically, the management unit 202 evaluates the player based on the gameplay content for each match and generates or updates evaluation information for the player related to that player, as described later.

[0083] The recording unit 21 is a data-retaining recording device, such as a non-volatile memory or HDD. The recording unit 21 stores the operation programs for each block of the server 2, as well as information such as parameters necessary for the operation of each block. The recording unit 21 also stores the player database 210 (player DB210).

[0084] The Player DB210 is a database in the game system of this embodiment that manages information (player information) indicating the usage status of games associated with each user (player) for games that are provided as a play experience on the game device 1. The player information is information for managing the usage history of game play functions and various game elements that are available to that player. The player information is updated sequentially according to the results of games played using a player card on the game device 1, and is provided to the game device 1 when the player card is used again. This makes it possible for the game device 1 to provide game play that reflects the previous game play.

[0085] In this embodiment, player information may include, for example, progress information 212 indicating the progress of the player's gameplay, associated with a player ID 211 that identifies the player, ownership information 213 indicating game elements that are available for the player to use in the game, enhancement status information 214 indicating the enhancement status of each of the available game elements, and reward information 215 indicating the rewards (which may be of other types) given to the player, as shown in Figure 16.

[0086] Here, the progress information 212 may include progress information indicating which stage of a predetermined story the player has progressed to, battle record information indicating the results of a competitive game, and evaluation information evaluating the player's performance. The possession information 213 is composed of sequentially adding element IDs 191 of game elements that are available for use by the player, corresponding to the game cards used by the player during gameplay. The enhancement status information 214 may be configured to manage element levels as an indicator showing parameters that have changed due to enhancement, in association with element IDs 191 of game elements that have been enhanced (changed from their initial state). In this embodiment, to facilitate understanding of the invention, the enhancement status information 214 is described as being updated when the results of a game played on the game device 1 are obtained. However, it may also be updated in response to information on training results obtained, for example, when a training function is used on the game device 1.

[0087] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 22 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from an external device via the communication line N.

[0088] <Operation of Game Device 1> The operation of game device 1 will be explained. Figure 17 is a flowchart of the operation of game device 1. In the following explanation, the maximum number of cards that can be registered in a competitive game is 5 for both pilot cards (first game element) and aircraft cards (second game element).

[0089] To start a competitive game, the player inserts a predetermined amount of coins or equivalent coins, which will be the payment for the competitive game service, into the input slot of the game device 1. When the payment detection unit 15 detects the payment (Step 100), the game execution unit 113 starts executing the competitive game service (Step 101).

[0090] Next, the player has the user information reading unit 16 read the player card (Step 102). The user information reading unit 16 reads the player ID 211 from the player's player card and sends the player ID 211 to the server 2, thereby receiving progress information 212, ownership information 213, enhancement status information 214, reward information 215, etc., associated with player ID 311 from the server 2. This information is then passed to the processing unit 10.

[0091] The game execution unit 112 displays the game element registration screen (Step 102). The game element registration screen displays a dialog box notifying the player that up to 5 pilot cards and 5 aircraft cards from the game cards owned by player XXXX can be set (placed) in the first game element reading units 121-125 and the second game element reading units 131-135, and that the player should press the set complete button when the setting (placement) is complete. The player sets (places) the pilot cards of the pilots they want to appear in the battle game in the first game element reading units 121-125, and the aircraft cards of the aircraft they want to appear in the battle game in the second game element reading units 131-135. Then, when the player has finished setting (placing) the game cards, they press the set complete button.

[0092] When the "Set Complete" button is pressed (Step 104), the first game element reading units 121-125 and the second game element reading units 131-135 read the element IDs printed on the game card, and the read element IDs are output to the game element acquisition unit 110 along with the reading unit IDs of the first game element reading units 121-125 and the second game element reading units 131-135 (Step 105).

[0093] The game element acquisition unit 110 acquires the element ID and read unit ID of the set (placed) game card. The game element acquisition unit 110 then acquires the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the acquired game card's element ID 191 from the game element DB 190, associates the read unit ID, element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the game execution unit 112 and the unit configuration unit 111 (Step 106).

[0094] The game execution unit 112 counts the number of read unit IDs for the first game element read units 121 to 125 among the read unit IDs and determines whether the maximum number of first game elements that can be registered (upper limit) has been reached (Step 107). For example, if the player has set (placed) pilot cards in all of the first game element read units 121 to 125, there are 5 read unit IDs from 121 to 125, which is the maximum number that can be registered (upper limit).

[0095] If the number of read unit IDs in the first game element read unit reaches the maximum number that can be registered (upper limit), the game execution unit 112 counts the number of read unit IDs for the second game element read units 131 to 135 among the read unit IDs and determines whether the number of second game elements has reached the maximum number that can be registered (upper limit) (Step 108). For example, if a player has set (placed) aircraft cards in all of the second game element read units 131 to 135, there are 5 read unit IDs from 131 to 135, which is the maximum number that can be registered (upper limit).

[0096] If the number of second game elements that can be registered has reached the maximum limit, the game execution unit 112 displays a match approval button (Step 109). Once the player approves the match, the unit configuration unit 111 uses the read unit ID, element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195 obtained from the game element acquisition unit 110 to configure a unit (fleet) consisting of a pilot, which is a pair of first game elements, and a mobile suit, which is a pair of second game elements (Step 110).

[0097] Furthermore, if the number of registered first or second game elements has not reached the maximum number of registrations (5 in this example) (Step 107, Step 108), the game execution unit 112 will, as appropriate, replenish game elements according to the player's level, etc. (Step 112) and configure the unit (Step 110).

[0098] Once the unit configuration is complete by the unit configuration unit 111, the game execution unit 112 starts the battle process (Step 111).

[0099] Next, we will explain the operation of the ability activation process for units with abilities during battle processing. Figure 18 is a flowchart of the operation of the ability activation process. As an example of an ability, we will use the aforementioned large-scale bombing as an example.

[0100] First, the Ability Management Unit 113 makes a determination to activate the ability (Step 200). This determination determines whether or not the ability activation conditions are met. The ability activation conditions include, for example, the consumption of in-game cost to activate that ability.

[0101] The Ability Management Unit 113, if an ability is available to be activated (Step 201), prompts the player to specify (lock on to) the center point of the second attack range (Step 202). Then, it determines whether the center point is a position where the second attack range can be set (Step 203). Here, it determines whether a unit with an activated ability is included in the second attack range.

[0102] If the designated center point is in a position where a second attack range can be set (Step 203), the Ability Management Unit 113 sets a second attack range on the field (Step 204). Then, the Ability Management Unit 113 activates the ability (Step 205), and the Performance Processing Unit 114 performs the effect animation for the ability activation (Step 206).

[0103] The Ability Management Unit 113 performs a damage check on the unit caused by the ability (Step 207). Based on the damage check, it determines whether there is an incapacitated unit (a unit with 0 hit points) within the second attack range (Step 208). If there is an incapacitated unit (a unit with 0 hit points) within the second attack range (Step 208), the Ability Management Unit 113 determines whether that unit is an allied unit (Step 209). If the incapacitated unit (a unit with 0 hit points) within the second attack range is an allied unit, the Ability Management Unit 113 adds +1 to the allied unit's hit points and makes it combat-ready (controllable) (Step 210). Then, the Ability Management Unit 113 returns the unit with the ability activated to its normal state and terminates the process (Step 211).

[0104] This concludes the explanation of how the game works.

[0105] Furthermore, while the above-described operation allows setting the second attack range on the condition that no units with activated abilities are present in the second attack range, this is not the only option; the second attack range may be set even if units with activated abilities are present in the second attack range. Additionally, the damage from abilities may be limited to damage pattern 2, or damage pattern 1 or 3 may be used instead.

[0106] This embodiment enhances the player's enjoyment of the game by enriching the variety of battles against other players through giving game elements special abilities and enabling them to perform special attacks.

[0107] <Modification 1 of the embodiment> In the embodiments described above, an example was explained in which a unit composed of a first game element and a second game element becomes the main game element for attack or defense. However, this can also be applied to games in which a single game element becomes the main game element for attack or defense on its own.

[0108] Some or all of the above embodiments may also be described as follows, but are not limited to the following.

[0109] [Note 1] A program that allows a computer to run a competitive game, The aforementioned computer, A means for executing a competitive game using game elements, Attack range setting means for setting the attack range of the aforementioned game element, Damage-dealing means that inflict damage on game elements of opposing players that are within the aforementioned attack range, Ability activation means that activates the ability of the game element when the game element satisfies predetermined conditions, To make it function as, The attack range setting means sets a first attack range on the condition that the game element is in a normal state, and sets a second attack range that is wider than the first attack range on the condition that the game element is in an ability activation state. program.

[0110] [Note 2] The attack range setting means sets the second attack range centered on a central point designated by the player. The program described in Appendix 1.

[0111] [Note 3] The shape of the second attack range is circular. The program described in Appendix 1 or Appendix 2.

[0112] [Note 4] The damage-dealing means changes the damage dealt to the game element according to its distance from the center point of the game element located within the second attack range. The program described in any of the appendices 1 through 3.

[0113] [Note 5] The damage-dealing means reduces the damage to the game as the distance from the center point increases. The program described in any of the appendices 1 through 4.

[0114] [Note 6] The damage dealt to game elements within the aforementioned second attack range is damage from bombing. The program described in any of the appendices 1 through 5.

[0115] [Note 7] The damage-dealing means inflicts the same damage on game elements located within the second attack range. The program described in any of the appendices 1 through 6.

[0116] [Note 8] The damage-dealing means does not inflict damage on friendly game elements located within the second attack range. The program described in any of the appendices 1 through 7.

[0117] [Note 9] The damage-dealing means inflicts damage on friendly game elements and opponent game elements located within the second attack range. The program described in any of the appendices 1 through 8.

[0118] [Note 10] The aforementioned friendly game elements include the game elements of players located within the second attack range. The program described in any of the appendices 1 through 9.

[0119] [Note 11] The damage-dealing means prevents friendly game elements within the second attack range from transitioning from a combat-ready state to a combat-incapacitated state. The program described in any of the appendices 1 through 10.

[0120] [Note 12] The attack range setting means prevents the designation of the center point of the second attack range such that the location of the player's game element falls within the second attack range. The program described in any of the appendices 1 through 11.

[0121] [Note 13] The aforementioned computer, It functions as a means of presenting attack animations for attacks triggered by game elements in the ability activation state. The aforementioned competitive game execution means makes it impossible to operate on the game elements while the attack animation is being presented. The program described in any of the appendices 1 through 12.

[0122] [Note 14] The aforementioned attack effect is a visual effect that reduces the visibility of game elements through explosions. The program described in any of the appendices 1 through 13.

[0123] [Note 15] A game device for running competitive games, A means for executing a competitive game using game elements, An attack range setting means for setting the attack range of the aforementioned game element, Damage-dealing means that inflict damage on game elements of opposing players within the aforementioned attack range, An ability activation means that activates the ability of the game element when the game element satisfies predetermined conditions, Equipped with, The attack range setting means sets a first attack range on the condition that the game element is in a normal state, and sets a second attack range that is wider than the first attack range on the condition that the game element is in an ability activation state. Game device.

[0124] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of Symbols]

[0125] 1 Game device 2 servers 10 Processing Unit 11 Display section 121-125 First game element reading unit 131-135 Second Game Element Reading Section 14. Operation Input Section 15 Price detection unit 16. User Information Reading Unit 17. Sound output section 18 Communications Department 19 Memory section 110 Game Element Acquisition Unit 111 Unit Components 112 Game Execution Unit 113 Ability Management Department 114 Production Processing Unit

Claims

1. A program that allows a computer to run a competitive game, The aforementioned computer, A means for executing a competitive game using game elements, Attack range setting means for setting the attack range of the aforementioned game element, Damage-dealing means that inflict damage on game elements of opposing players that are within the aforementioned attack range, Ability activation means that activates the ability of the game element when the game element satisfies predetermined conditions, To make it function as, The attack range setting means sets a first attack range on the condition that the game element is in a normal state, and sets a second attack range that is wider than the first attack range on the condition that the game element is in an ability activation state. program.

2. The attack range setting means sets the second attack range centered on a central point designated by the player. The program according to claim 1.

3. The shape of the second attack range is circular. The program according to claim 2.

4. The damage-dealing means changes the damage dealt to the game element according to its distance from the center point of the game element located within the second attack range. The program according to claim 2.

5. The damage-dealing means reduces the damage to the game as the distance from the center point increases. The program according to claim 4.

6. The damage dealt to game elements within the aforementioned second attack range is damage caused by bombing. The program according to claim 5.

7. The damage-dealing means inflicts the same damage on game elements located within the second attack range. The program according to claim 2.

8. The damage-dealing means does not inflict damage on friendly game elements located within the second attack range. The program according to claim 4 or claim 7.

9. The damage-dealing means inflicts damage on friendly game elements and opponent game elements that are within the second attack range. The program according to claim 4 or claim 7.

10. The aforementioned friendly game elements include the game elements of players located within the second attack range. The program according to claim 9.

11. The damage-dealing means prevents friendly game elements within the second attack range from transitioning from a combat-ready state to a combat-incapacitated state. The program according to claim 9.

12. The attack range setting means prevents the designation of the center point of the second attack range such that the location of the player's game element falls within the second attack range. The program according to claim 2.

13. The aforementioned computer, It functions as a means of presenting attack animations for attacks triggered by game elements in the ability activation state. The aforementioned competitive game execution means makes it impossible to operate on the game elements while the attack animation is being presented. The program according to claim 1.

14. The aforementioned attack effect is a visual effect that reduces the visibility of game elements through explosions. The program according to claim 13.

15. A game device for running competitive games, A means for executing a competitive game using game elements, An attack range setting means for setting the attack range of the aforementioned game element, Damage-dealing means that inflict damage on game elements of opposing players within the attack range, An ability activation means that activates the ability of the game element when the game element satisfies predetermined conditions, Equipped with, The attack range setting means sets a first attack range on the condition that the game element is in a normal state, and sets a second attack range that is wider than the first attack range on the condition that the game element is in an ability activation state. Game device.

Citation Information

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