Game device and program

JP7636607B1Active Publication Date: 2025-02-26BANDAI CO LTD
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Patent Information

Application Number
JP2024054732
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-02-26
Estimated Expiration
2044-03-28

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、載置したゲーム媒体のゲーム上における取り扱いをプレイヤに把握させやすくすることが可能となる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To allow a player to easily understand how to handle a placed game medium in a game. [Solution] The game device is equipped with a display unit having multiple display areas and a mounting unit on which game media can be placed, and is equipped with an execution means for executing a game featuring a first type of character based on the game media placed on the mounting unit and a second type of character not based on the game media, and a grouping means for grouping characters appearing in the game, wherein it is determined in which of the multiple display areas the second type of character will be displayed, and each of the multiple display areas is associated with one of a multiple mounting areas provided on the mounting unit, and for each of the multiple display areas, the grouping means groups the second type of character displayed in that display area with the first type of character based on the game media placed in the mounting area corresponding to that display area.
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Description

[Technical field]

[0001] The present invention relates to a game device and a program, and more particularly to an information processing technique for games executed simultaneously in parallel. [Background technology]

[0002] There is a game device in which a game medium is placed on the device to progress (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-072986 A Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, in a game in which a game medium is placed on a placement unit such as a flat panel as in Patent Document 1, the player needs to operate the game medium while checking both the position of the game medium on the placement unit and the display of the game screen on a display device provided separately from the placement unit. In other words, the player needs to repeatedly move his or her line of sight between the flat panel and the display device to determine whether or not the correct operation input has been made, which may prevent the player from concentrating on the game play.

[0005] An object of the present invention is to provide a game device and a program that allow a player to easily understand how to handle the placed game medium in the game. [Means for solving the problem]

[0006] A gaming device according to one embodiment of the present invention is a gaming device equipped with a display unit having a plurality of display areas and a mounting unit on which game media can be placed, and is equipped with an execution means for executing a game in which a first type of character based on the game media placed on the mounting unit and a second type of character not based on the game media appear, and a grouping means for grouping characters appearing in the game, in which it is determined in which of the plurality of display areas the second type of character will be displayed, and each of the plurality of display areas is associated with one of a plurality of mounting areas provided on the mounting unit, and the grouping means groups, for each of the plurality of display areas, the second type of character displayed in that display area with a first type of character based on the game media placed in the mounting area corresponding to that display area. Effect of the Invention

[0007] According to the present invention, it is possible to allow a player to easily understand how to handle the placed game medium in the game. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a block diagram illustrating a hardware configuration of a game device 100 according to an embodiment and a modification of the present invention. [Diagram 2] FIG. 1 is a diagram illustrating an example of the external configuration of a game device 100 according to an embodiment and a modification of the present invention; [Diagram 3] FIG. 1 is a diagram for explaining a placement area provided in a placement unit 200 according to an embodiment and a modification of the present invention; [Figure 4] FIG. 13 is a diagram illustrating a display mode of a game screen of a fighting game according to an embodiment and a modified example of the present invention; [Diagram 5] 1 is a flowchart illustrating a grouping process executed in the game device 100 according to an embodiment and a modification of the present invention. [Figure 6] FIG. 13 is a diagram illustrating an example of an arrangement of a placement unit 200 and a display unit 300 according to a first modified example of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.

[0010] In the embodiment described below, an example of the present invention is applied to a game device having a display unit and a mounting unit on which a game medium can be placed, as an example of a game device. However, the present invention can be applied to any device having a display unit and a mounting unit.

[0011] Hardware configuration of the game device FIG. 1 is a block diagram showing the hardware configuration of a game device 100 according to this embodiment.

[0012] The control unit 101 is a processor such as a CPU, and performs control over the operation of each piece of hardware included in the game device 100, and control over the realization of various functions including a function for providing a game play experience. Specifically, the control unit 101 performs the relevant control by, for example, reading out a necessary program stored in the storage device 102, expanding it in the memory 103, and executing it.

[0013] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or a HDD. The storage device 102 stores an operating system for operating the game device 100 and a program related to the game that provides a play experience, as well as parameter information required to realize various controls and various data related to the game that provides a play experience. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as an area for developing each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0014] The GPU 104 is a drawing device that executes various drawing processes related to the generation of game screens and other screens and images presented during the provision of a game play experience. The GPU 104 includes a GPU memory (not shown), and develops various graphics data read from the storage device 102, and performs predetermined calculations to generate various images including screens. The screens and images generated by the GPU 104 are presented to the player by being displayed on a display device including a presentation device 110 included in the game device 100, for example.

[0015] The presentation device 110 is a device equipped with an information presentation function that is included in the game device 100. In one embodiment, the presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by the GPU 104. The means for presenting information in the game device 100 is not limited to those that realize visual information presentation such as a display device or a lighting device, and may include other types of information presentation means such as a sound output device such as a speaker that realizes auditory information presentation, and a force feedback device that realizes tactile information presentation. In this case, the information to be presented may be, for example, data read from the storage device 102 or data configured by the control unit 101 at any time.

[0016] The operation I / F 105 is a user interface provided in the game device 100 and receives an operation input. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes operation members such as a button for inputting a decision or a button for inputting a selection, various sensors, and the like. In an aspect in which the presentation device 110 includes a display device capable of detecting a touch input, the operation I / F 105 includes a touch input detection sensor provided on the display device.

[0017] The communication I / F 106 is a communication interface with an external device provided in the game device 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the communication I / F 106 may be performed either wired or wireless, and in the latter case, may include, for example, short-range wireless communication or close-proximity wireless communication.

[0018] The payment device 120 is a device that accepts payment of the price for use of the game device 100. The price can be treated as having been paid, for example, when a predetermined amount of coins or an equivalent coin is inserted into an insertion slot (not shown), or when a payment process based on communication with a chip related to a predetermined electronic money is completed. When the payment device 120 detects that the price has been paid, it outputs a control signal indicating this to the control unit 101. In the following description, unless otherwise specified, when the game device 100 detects that a price has been paid while in a state where it is not being used by any player (standby state), it switches the state to a state where it is capable of providing a game playing experience, and starts providing a service to the player.

[0019] The reader 130 is a device that acquires information from a real object provided in the game device 100. The information acquisition method of the reader 130 can be, for example, a method of reading a code attached to the exterior of the real object using an imaging device. In another aspect, the information acquisition method of the reader 130 can be any information acquisition method, such as a method of reading information from a predetermined chip built into the real object, or a method of monitoring the input state of a predetermined switch or the conduction state of a connection terminal in the attachment part when the real object is attached to the game device 100. The information acquired by the reader 130 is transmitted to the control unit 101 and used, for example, to control the progress of the game or the content of the service provided.

[0020] The providing device 140 is a device having a function of providing real articles stored in advance. The game device 100 of this embodiment is configured such that when a predetermined condition is satisfied, such as when the service provision is started, the providing device 140 provides a prescribed number of real articles under the control of the control unit 101. In one aspect, the providing device 140 can provide the real articles stored in a built-in stocker in the order in which they were stored. In another aspect, the providing device 140 can provide the stored real articles after performing a predetermined process. In one aspect, the real articles provided by the providing device 140 can be articles to which information that can be acquired by the reader 130 is attached.

[0021] In this embodiment, the hardware configuration is described as being built into the housing of the game device 100, but the implementation of the present invention is not limited to this. For example, at least one of the presentation device 110, the payment device 120, the reader 130, and the provision device 140 may be provided outside the housing of the game device 100 and configured to be available by being connected to the game device 100.

[0022] Appearance of the Game Device 2 shows the external configuration of the game device 100 of this embodiment. As shown in the figure, the game device 100 of this embodiment is provided with a display unit 300 including three display panels 111, 112, and 113 as the presentation device 110, and a placement unit 200 including a flat panel 114. That is, the display panels 111, 112, 113, and the flat panel 114 are configured to be capable of displaying an image (screen) generated by the GPU 104, and are configured to be capable of changing the display depending on, for example, the state of the game device 100 or the progress of the game.

[0023] <Configuration of the Placement Section> The placement unit 200 is configured to have a flat surface (placement surface) on which a game medium can be placed. In the game device 100 of this embodiment, a player can place a game medium (actual item) on the placement surface of the placement unit 200 to use the game when playing the game. In the example shown below, the game medium that can be used in the game will be a game card.

[0024] Each game card is associated with one of the characters that can appear in the game. By placing a game card that the player wishes to use on the placement unit 200, the character associated with the game card can appear in the game and be used. That is, in the game device 100 of this embodiment, the reader 130 is configured to be able to acquire information from the game card placed on the placement surface of the placement unit 200.

[0025] A game card that can be used in the game device 100 has a front side and a back side, and for example, information about a character associated with the game card may be attached to the back side as two-dimensional information (code). In this case, the player can cause the reader 130 to acquire the information attached to the game card by placing the game card on the placement unit 200 with the back side facing the placement surface. The reader 130 can acquire position information of the game card on the placement surface, or information about the area where the game card is placed, and information specifying the character associated with the game card, by detecting the pattern of the code from an image captured from the back side of the placement surface, for example. The reader 130 can also detect the movement operation of the game card by continuously detecting the position of the game card.

[0026] A plurality of placement areas are provided on the placement surface of the placement unit 200. In one embodiment, the plurality of placement areas are clearly indicated by displaying the boundaries of the placement areas by a display image 310 as shown in FIG. 3, which is displayed on the flat panel 114. According to the display image 310 as shown in the figure, an area 320 on the placement surface can be shown separated into a plurality of placement areas by boundary lines 311 and 312. In the example shown in the figure, the boundary lines 311 and 312 are disposed at positions that divide the fan-shaped area 320 in the display image 310 into thirds, and define the placement areas 321, 322, and 323. That is, the placement areas do not need to be clearly indicated at all times during the operation of the game device 100, and can be configured to be visible to the player by changing the display of the flat panel 114.

[0027] Display Configuration As described above, the display unit 300 is composed of three display panels 111, 112, and 113. The information display using the three display panels is configured to be able to change its state, for example, by the control unit 101 switching the drawing process that the GPU 104 performs. In the game device 100 of this embodiment, the display on the display unit 300 can be selected between a non-split state in which one game screen is displayed using all three display panels, and a split state in which each of the three display panels displays a different game screen.

[0028] To ensure a natural display in an undivided state, each display panel is configured so that no border members are provided at least at the boundary between adjacent display panels, and linked display is possible. That is, at the boundary between display panel 111 and display panel 112, and at the boundary between display panel 112 and display panel 113, the display areas are configured to abut against each other, enabling linked image display.

[0029] That is, the three display panels can display different screens in the split state, thereby providing the player with a variety of (up to three types of) depictions of the game. The three display panels can also provide a highly immersive playing experience by forming and displaying one screen in the non-split state. Therefore, the game executed on the game device 100 of this embodiment is configured to effectively provide interest by switching the operation of the display unit 300 between the split state and the non-split state in accordance with the progress of the game.

[0030] The three display panels are respectively associated with a plurality of placement areas provided on the placement unit 200. More specifically, the display panel 111 is associated with the placement area 321 shown in FIG. 3, the display panel 112 is associated with the placement area 322, and the display panel 113 is associated with the placement area 323. Although details will be described later, by such association, a character related to a game card placed on the placement area 321 appears on the game screen displayed on the display panel 111, a character related to a game card placed on the placement area 322 appears on the game screen displayed on the display panel 112, and a character related to a game card placed on the placement area 323 appears on the game screen displayed on the display panel 113. In other words, the positional relationship of each display panel in the display unit 300 corresponds to the positional relationship of the corresponding placement area on the placement unit 200, and a player can intuitively understand the relationship between the display panels and the placement areas.

[0031] In addition, the three display panels are arranged so as to form a right angle with the mounting surface of the mounting section 200. As a result, the display surfaces (display areas) of the mounting area 321 and the display panel 111, the display surfaces (display areas) of the mounting area 322 and the display panel 112, and the display surfaces (display areas) of the mounting area 323 and the display panel 113 also form right angles.

[0032] Game Overview The following provides an overview of a game in which a play experience is provided on the game device 100 of this embodiment.

[0033] The game according to this embodiment is a battle game in which a player and an opponent battle each other. Here, the opponent may be a real player using another game device 100 connected for communication via a network (not shown), or may be a virtual player. Here, the virtual player may be, for example, an NPC (Non-Player Character) whose behavior is determined based on a behavior program executed by the control unit 101, or an artificial intelligence (AI), etc.

[0034] The battle game includes sub-games in which characters related to the player (hereinafter referred to as player characters) and characters related to the opponent (hereinafter referred to as opponent characters) compete against each other in three regions (battle areas). The progress of the sub-games related to each battle area is managed independently, and the content of three types of sub-games is presented to the player. The content of the sub-games is presented to the player using the display unit 300 controlled in a divided state. Therefore, the display panel 111, the display panel 112, and the display panel 113 each display a game screen of a sub-game related to a different battle area.

[0035] The battle game of this embodiment is structured in a round system that progresses through a number of rounds, and the sub-game in each battle area progresses in sequence for each round. That is, for each round of the sub-game played in each battle area, the player is presented with the battle actions of the player character and the opponent character that progress in that round using the corresponding display panel. In each round, each sub-game performs control related to the progress of that round, and then stops progressing until the next round.

[0036] <Game screen> Basically, the game screen displayed on each display panel in the split state includes a character related to the game card placed in the corresponding placement area. That is, the character related to the game card placed on the placement unit 200 is placed (appears) in the battle area corresponding to the placement area in which the game card is placed. That is, in the split state, the display panels 111, 112, and 113 displaying the game screens for the battle areas each display a player character related to a different game card. In addition, the game screen displayed on each display panel also displays an opponent character placed in the corresponding battle area, as shown in FIG. 4(a).

[0037] Although details will be described later, the player characters and opponent characters placed in each battle area are a group of characters classified into the same group based on the arrangement of game cards on the placement unit 200 before the start of a round.

[0038] The three types of game screens relating to the divided states are displayed in parallel on each display panel during a round. At this time, if sub-games in different battle areas proceed simultaneously, it becomes difficult for the player to grasp the progress of each sub-game, so the progress of each sub-game in a round is displayed at a staggered time for each battle area. In other words, the execution times of the sub-games in each battle area relating to the same round are set to be staggered so that they do not proceed at the same time.

[0039] In the fighting game of this embodiment, in each round, the progress of the subgame in the battle area corresponding to the display panel 111 (hereinafter referred to as the first fighting area) for the same round is presented to the player via the display panel, and then the progress of the subgame in the battle area corresponding to the display panel 112 (hereinafter referred to as the second fighting area) for the same round is presented to the player via the display panel 112, and then the progress of the subgame in the battle area corresponding to the display panel 113 (hereinafter referred to as the third fighting area) for the same round is presented to the player via the display panel 113. At this time, for the battle areas in which the progress of the subgame is not presented, the subgame is controlled to stop without progressing, and for the battle areas in which the progress of a round has been completed, the subgame is controlled to stop without progressing until the next round. That is, the fighting game is controlled so that the progress of the subgame for the same round is presented in the order of the subgame in the first fighting area, the subgame in the second fighting area, and the subgame in the third fighting area in each round.

[0040] In addition, when using three display panels in a divided state, the drawing process of each game screen may be controlled so that image elements indicating boundaries are displayed at the boundaries between the display panels to clearly indicate that each panel is displaying a different game screen.

[0041] On the other hand, the non-split state is used to effectively present specific events and scenarios to the players in the progress of the competitive game. Therefore, in the non-split state, one game image displayed using the three display panels is displayed on at least one of the display panels 111, 112, and 113, as shown in FIG. 4(b), regardless of the arrangement of the game cards on the placement unit 200.

[0042] Here, the display size of the characters on one game screen displayed in the non-split state is controlled to be larger than the display size of the characters on one game screen displayed in the split state. That is, the non-split state does not simply display the sub-game in a part of the battle area in the split state with an expanded viewing angle, but the display size of the characters is enlarged to fit the expanded display area (3 screens) so that the player can enjoy the contents of the sub-game with a sense of realism.

[0043] <Card Operation> During a battle game, a player can operate a game card placed on the placement unit 200 to have a battle between a player character and an opponent character facing each other in a corresponding battle area. Here, card operations that a player can perform in a battle game can include, for example, an operation to change the battle area in which a corresponding player character appears by moving a game card to change the placement area before the start of a round, and an operation to have a player character perform a predetermined battle action during the execution of a sub game.

[0044] The degree of difficulty of conquering the sub-game in each battle area may differ depending on, for example, the opponent character placed in that battle area. That is, since parameters related to the battle of the opponent character, such as stamina and attack power, can act in a direction that makes the progress of the sub-game disadvantageous to the player, the degree to which the sub-game in that battle area progresses in an advantageous manner for the player also differs depending on the type of opponent character placed in the battle area.

[0045] Therefore, in the game of this embodiment, the player can determine, for example, before the start of the first round, which player character will be placed in which battle area by moving the game card. In other words, the player can determine the placement area in which to place each game card, assuming the opponent characters to be placed in each battle area, in a game mode in which a battle game with content according to a predetermined scenario is provided, for example.

[0046] Here, the number of game cards that can be placed in each placement area may be any number. That is, a player can place a predetermined number of game cards, which are registered as items to be used before the start of a battle game, in each placement area in any ratio. That is, the number of player characters placed in each battle area during a battle game may be different.

[0047] (Improved processing efficiency) In this way, the competitive game of this embodiment is configured to have sub-games in multiple competition areas proceed in parallel and to perform drawing processes related to the generation of three types of game screens, so the computational load of the process to provide the playing experience of the competitive game can be high. Therefore, in the game device 100 of this embodiment, the following control is performed in order to reduce the computational load in the process related to the detection of the game card by the leader 130.

[0048] As described above, in each round of the battle game, the sub-game is executed in the order of the first battle area → the second battle area → the third battle area. At this time, in the sub-game of each battle area, only the battle action of the character placed in that battle area affects the progress of that sub-game, and the battle action of the character placed in the other battle areas does not affect the progress of that sub-game. Therefore, during the period in which the sub-game of one battle area is being executed, operation input is accepted only for the game card placed in the corresponding placement area, and the game cards placed in the other placement areas can be excluded from the target of operation input. In other words, the game card detection by the reader 130 can be limited to the placement area corresponding to the sub-game being executed. For this reason, the control unit 101 controls the operation of the reader 130 so as to perform the detection-related process limited to the game card placed in the placement area corresponding to that battle area during the execution period of the sub-game of each battle area.

[0049] In addition, in the process for controlling the progress of the subgame in each battle area, since there is no need to refer to information on characters arranged in other battle areas, the control unit 101 performs a process for grouping the player character and the opponent character arranged in each battle area. Here, grouping refers to packaging information on characters to be controlled in the subgame in each battle area. By grouping, it is possible to reduce the scale of the loop process for identifying characters who perform a battle action in the corresponding subgame, characters affected by the battle action, and characters to be referred to in the progress of the subgame and in determining the outcome of the game. In other words, the information on the grouped characters is a package of information to be referred to in the execution of an arbitrary subgame, and it is possible to configure the progress control of the subgame in one battle area so that information on characters arranged in all battle areas involved in the battle game of the current game play is not referred to each time.

[0050] Determining the outcome of a match In order to ensure fairness, the outcome of a competitive game that is executed in this manner and includes a plurality of sub-games is determined on the condition that the conditions for ending the sub-game are satisfied for all of the competition areas.

[0051] The end condition of the sub-game in each battle area is basically satisfied when all the player characters or all the opponent characters placed in that battle area are rendered incapable of action by an attacking action (for example, the vitality parameter becomes 0 by an attacking action). At this time, if all the player characters are rendered incapable of action and any of the opponent characters are in a state where they can act, the control unit 101 determines the battle result of the sub-game as if the player has lost. Also, if all the opponent characters are rendered incapable of action and any of the player characters are in a state where they can act, the control unit 101 determines the battle result of the sub-game as if the player has won. Also, if all the player characters and the opponent characters are rendered incapable of action, the control unit 101 determines the battle result of the sub-game as a draw.

[0052] In addition, the end condition of the sub game in the battle area is also satisfied when a predetermined number of rounds have passed or when a predetermined battle time has passed. In this case, the control unit 101 determines the battle result of the sub game based on whether the player or the opponent is dominant. The dominance of the sub game may be determined, for example, by comparing the total value of the vitality parameters of the player character placed in the battle area at the time when the end condition is satisfied with the total value of the vitality parameters of the opponent character, and determining whichever has the larger value as dominant.

[0053] Therefore, in the competitive game of this embodiment, three competition areas are provided in which sub-games are played in each area, and the control unit 101 ultimately determines the player who has won the greatest number of sub-games as the winner of the competitive game.

[0054] Grouping process In the game device 100 of this embodiment having such a configuration, the grouping process for grouping characters involved in the sub-games in each battle area will be specifically described with reference to the flowchart in Fig. 5. The process corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and developing and executing the program in the memory 103. Note that this grouping process will be described as being started when an end condition for a sequence for accepting changes in the placement of game cards, which is set before the start of a round, is satisfied.

[0055] In S501, the control unit 101 acquires the detection results of each game card placed on the placement unit 200.

[0056] In S502, the control unit 101 specifies the placement area on which each game card is placed based on the detection result of that game card.

[0057] In S503, the control unit 101 acquires information on the display panel on which each opponent character is displayed for each opponent character related to the opponent. In the grouping process of this embodiment, the information on the display panel on which each opponent character is displayed is acquired, taking into consideration the fact that the opponent is a virtual player, but the implementation of the present invention is not limited to this. The information acquired in this step may be, for example, information on the battle area in which each opponent character is placed, or information on the placement area in which the opponent, who is a real player, places the game card related to each opponent character.

[0058] In S504, the control unit 101 groups the player character and the opponent character placed in each battle area, and completes this grouping process. Specifically, the control unit 101 creates information that classifies the opponent character displayed on each display panel and the player character related to the game card placed in the placement area associated with the display panel into the same group.

[0059] Since the game screen to be displayed in a divided state on each display panel is generated using information on the characters grouped by such grouping processing, the player can easily ascertain from the display on the display unit 300 which placement area each game card has been determined to have been placed in.

[0060] As described above, the game device of this embodiment makes it easier for the player to understand how to handle the placed game media in the game.

[0061] [Variation 1] In the above embodiment, the position of the placement area on the placement unit 200 is made to correspond to the position of the display panel on the display unit 300 on which the game screen related to the sub game of the battle area corresponding to the placement area is displayed so that the player can easily grasp the display panel corresponding to the placement area, but the embodiment of the present invention is not limited to this. For example, in an aspect in which the placement surface of the placement unit 200 and the display panel are provided adjacent to each other as shown in Fig. 6, the placement area and the display panel adjacent to the placement area are made to correspond to the same battle area, so that the player can intuitively grasp the display panel corresponding to the placement area.

[0062] [Variation 2] In the above embodiment, the difficulty level of the sub-game in the battle area is described as being different depending on the opponent characters placed in the area, but the implementation of the present invention is not limited to this. For example, the difficulty level of the sub-game in each battle area in single player play may be changed by changing the number of opponent characters placed in the battle area.

[0063] [Variation 3] In the above-described embodiment, a highly immersive, unsplit game screen display has been described by providing three display panels connected to the display unit 300, but the present invention is not limited to this embodiment. For example, in an embodiment using a foldable display device, the display panels 111, 112, and 113 can be substituted by controlling the display of one display device for each area. In other words, the display of three types of game screens related to the split state can be realized by displaying an image in which these game screens are connected in one display area.

[0064] In this specification, an embodiment has been described in which the display unit 300 is configured as a display device forming three different planes as shown in FIG. 2, but it goes without saying that the number of game screens displayed in parallel in the split state and the number of display panels used to configure the display in the non-split state are not limited to this.

[0065] [Variation 4] In the above embodiment, the game media that can be used in the battle game are game cards, but the present invention is not limited to this. Any object that has a physical presence in the real world, such as a figure or a toy, can be used as the game media.

[0066] [Summary of the embodiment] The above embodiment discloses at least the following game device and program.

[0067] (1) A game device having a display unit having a plurality of display areas and a placement unit on which a game medium can be placed, an execution means for executing a game in which a first type of character based on the game medium placed on the placement unit and a second type of character not based on the game medium appear; A grouping means for grouping characters appearing in the game; Equipped with It is determined in which of the plurality of display areas the second type of character is to be displayed; each of the plurality of display areas is associated with one of a plurality of placement areas provided on the placement section; The grouping means groups, for each of the plurality of display areas, the second type of character displayed in that display area with the first type of character based on the game medium placed in a placement area corresponding to that display area.

[0068] (2) a generation means for generating a game image for each of the plurality of display areas; a display control means for displaying on the display unit the game image generated by the generation means; Equipped with The game device according to (1), wherein the generation means generates, for each of the plurality of display areas, a game image including a group of characters for that display area.

[0069] (3) The placement unit includes an acquisition unit that acquires information regarding an operation input performed through the game medium placed on the placement unit during execution of the game, the game includes a sub-game executed for each of the plurality of display areas; The sub games associated with each of the plurality of display areas are set to have different execution periods, The game device according to (1) or (2), wherein the acquisition means acquires information regarding an operation input made via the game medium placed on a placement area corresponding to the sub game during execution of the sub game.

[0070] (4) The gaming device according to (3), wherein the sub game is a battle game in which the first type of characters and the second type of characters grouped in a display area related to the sub game battle each other.

[0071] (5) A game device as described in (4), wherein, between the sub-games executed in each of the plurality of display areas, different parameters are set for the second type of character that make the progress of the sub-game disadvantageous to the player.

[0072] (6) The gaming device according to (4) or (5), wherein the number of characters of the second type appearing in the sub-games differs between the sub-games executed in each of the plurality of display areas.

[0073] (7) A game device described in any one of (3) to (6), wherein information regarding operation input made through the game medium includes position information of the game medium placed on the placement section and information of a character associated with the game medium.

[0074] (8) The game medium is formed in a shape having a first surface and a second surface, A game device described in any one of (3) to (7), wherein the acquisition means acquires information regarding operation input made via the game medium, on condition that the game medium is placed on the placement section with the second surface facing the placement surface of the placement section.

[0075] (9) The game device according to any one of (1) to (8), wherein the game is configured so that a different number of the game media can be placed in each of the multiple placement areas.

[0076] (10) A game device described in any one of (1) to (9), wherein the placement portion and the display portion are arranged so that the first display area and the first placement area form a right angle, and so that the second display area and the second placement area form a right angle.

[0077] (11) The game device described in (10), wherein the placement section and the display section are arranged so that the first display area and the first placement area are adjacent to each other and the second display area and the second placement area are adjacent to each other.

[0078] (12) A computer having a display unit having a plurality of display areas and a placement unit on which a game medium can be placed, an execution process for executing a game in which a first type of character based on the game medium placed on the placement section and a second type of character not based on the game medium appear; A grouping process for grouping characters appearing in the game; A program for executing It is determined in which of the plurality of display areas the second type of character is to be displayed; each of the plurality of display areas is associated with one of a plurality of placement areas provided on the placement section; The grouping process is a program that groups, for each of the multiple display areas, the second type of character displayed in that display area with the first type of character based on the game medium placed in a placement area corresponding to that display area.

[0079] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]

[0080] 100: game device, 101: control unit, 102: storage device, 103: memory, 104: GPU, 105: operation I / F, 106: communication I / F, 110: presentation device, 111: display panel, 112: display panel, 113: display panel, 114: flat panel, 120: payment device, 130: reader, 140: provision device, 200: placement unit, 300: display unit

Claims

1. A game device including a display unit having a plurality of display areas and a placement unit on which a game medium can be placed, an execution means for executing a game in which a first type of character based on the game medium placed on the placement section and a second type of character not based on the game medium appear; A grouping means for grouping characters appearing in the game; A display control means for controlling the display of the display unit; Equipped with The plurality of display regions are formed by a plurality of display devices arranged such that normals of the display regions intersect with each other, The second type of character is determined to be displayed in one of the plurality of display areas; each of the plurality of display areas is associated with one of a plurality of placement areas provided on the placement section; the grouping means groups, for each of the plurality of display areas, the second type of characters displayed in that display area with the first type of characters based on the game media placed in a placement area corresponding to that display area; The display control means displays the first type of character based on the game medium on a display device having a display area corresponding to a placement area in which the game medium is placed.

2. a generation means for generating a game image for each of the plurality of display areas; Equipped with the generating means generates, for each of the plurality of display areas, a game image including a group of characters for that display area; the display control means causes a display device having a corresponding display area to display the game image generated by the generation means; 2. The game device according to claim 1.

3. the placement unit includes an acquisition means for acquiring information regarding an operation input performed through the placed game medium during execution of the game, the game includes a sub-game executed for each of the plurality of display areas; The sub games associated with each of the plurality of display areas are set to have different execution periods, the acquiring means acquires, during execution of the sub game, information regarding an operation input made via the game medium placed in a placement area limited to the placement area corresponding to the sub game; 3. A game device according to claim 1 or 2.

4. 4. The gaming device according to claim 3, wherein the sub game is a battle game in which the first type of characters and the second type of characters grouped in a display area related to the sub game battle each other.

5. 5. The game device according to claim 4, wherein parameters that make the progress of the sub game disadvantageous to a player are set differently for the second type of characters between the sub games executed in each of the plurality of display areas.

6. 5. The gaming device according to claim 4, wherein the number of characters of the second type appearing in the sub-games differs between the sub-games executed in each of the plurality of display areas.

7. The game device according to claim 3 , wherein the information regarding the operation input made through the game medium includes position information of the game medium placed on the placement section and information of a character associated with the game medium.

8. The game medium is formed in a shape having a first surface and a second surface, the acquiring means acquires information regarding an operation input performed through the game medium, on condition that the game medium is placed on the placement section in a state in which the second surface and a placement surface of the placement section face each other.

4. The game device according to claim 3.

9. The game device according to claim 1 , wherein the game is configured so that a different number of the game media can be placed in each of the plurality of placement areas.

10. 2 . The gaming device according to claim 1 , wherein the placement section and the display section are arranged such that a first display area and the first placement area form a right angle, and a second display area and the second placement area form a right angle.

11. The gaming device according to claim 10 , wherein the placement section and the display section are arranged such that the first display area and the first placement area are adjacent to each other and the second display area and the second placement area are adjacent to each other.

12. A computer including a display unit having a plurality of display areas and a placement unit on which a game medium can be placed, an execution process for executing a game in which a first type of character based on the game medium placed on the placement section and a second type of character not based on the game medium appear; A grouping process for grouping characters appearing in the game; A display control process for controlling a display on the display unit; A program for executing The plurality of display regions are formed by a plurality of display devices arranged such that normals of the display regions intersect with each other, The second type of character is determined to be displayed in one of the plurality of display areas; each of the plurality of display areas is associated with one of a plurality of placement areas provided on the placement section; the grouping process groups, for each of the plurality of display areas, the second type of characters displayed in the corresponding display area and the first type of characters based on the game media placed in a placement area corresponding to the corresponding display area; The display control process is a program that displays the first type of character based on the game medium on a display device having a display area corresponding to a placement area in which the game medium is placed.

Citation Information

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