Program and game device

The program and game device facilitate multiplayer game participation by allowing skill-differentiated players to form groups and provide support during battles, thereby enhancing the game's inclusivity and entertainment value.

JP7693733B2Active Publication Date: 2025-06-18BANDAI CO LTD
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Patent Information

Application Number
JP2023039167
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-13
Publication Date
2025-06-18
Estimated Expiration
2043-03-13

AI Technical Summary

Technical Problem

In multiplayer games, the skill differences among players lead to situations where beginners hesitate to participate due to concerns about negatively impacting others, making the game less interesting and difficult for new players to join.

Method used

A program and game device that allow players to form groups, enabling support execution during battles, where game elements of a second player can assist a first player upon selection, promoting collaboration and reducing the impact of skill differences.

Benefits of technology

This solution enhances the game's entertainment value by allowing players of varying skills to participate together, making the game more inclusive and interesting for both beginners and experienced players.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game high in amusement property.MEANS FOR SOLVING THE PROBLEM: There is provided a program for causing a game device composed of a computer to execute a match game. The program causes the computer to function as: game element registration means for registering a game element of a first player; group setting means for setting the first player and a second player in a group; game execution means for executing a match play between the first player and an opponent player using the registered game element of the first player; support execution means that enables support for the match game by a game element of the second player to be executed on condition that support for the first player is selected during the match game between the first player and the opponent player.SELECTED DRAWING: Figure 6
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Description

[Technical field]

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

[0002] There are multiplayer games in which multiple players are matched and played by many people. In these multiplayer games, the quest content is set in advance, and the quests are often played repeatedly by the same players or by players with high skills. This causes problems such as missing out on opportunities to interact with an unspecified number of players and players with low skills being unable to participate in the multiplayer game.

[0003] In view of this, a game system has been proposed that can determine the content of a quest based on information about each of the matched players (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-041919 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, since matched players jointly carry out quests, the skill of each player still affects the execution of the quest. In particular, beginners hesitate to participate in the game because they are worried that their playing style may have a negative impact on other players. As a result, multiplayer games are difficult for players to get into, and there is a problem that the game is less interesting.

[0006] SUMMARY OF THE PRESENT EMBODIMENTS The present invention provides a program and a game device that provide a highly entertaining game.

Means for Solving the Problem

[0007] One aspect of the present invention is a program for causing a game device configured by a computer to execute a battle game, the program causing the game device to function as game element registration means for registering game elements of a first player, group setting means for setting the first player and a second player in a group, game execution means for executing a battle game between the first player and an opponent player using the registered game elements of the first player, and support execution means for enabling execution of support for the battle game by the game elements of the second player on the condition of selection of support for the first player while the battle game between the first player and the opponent player is being executed.

[0008] One aspect of the present invention is a game device including game element registration means for registering game elements of a first player, group setting means for setting the first player and a second player in a group, game execution means for executing a battle game between the first player and an opponent player using the registered game elements of the first player, and support execution means for enabling execution of support for the battle game by the game elements of the second player on the condition of selection of support for the first player while the battle game between the first player and the opponent player is being executed.

Advantages of the Invention

[0009] According to the present invention, a highly interesting game can be provided.

Brief Description of the Drawings

[0010]

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Embodiments for Carrying Out the Invention

[0011] Embodiments of the present invention will be described.

[0012] <The First Embodiment> <Overall Configuration> FIG. 1 is a diagram showing the system configuration of the 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 the 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 communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0013] The game device 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the server 2. The game device 1 is, for example, an arcade 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 for a stationary home game device, or the like.

[0014] Basically, there are a plurality of game devices 1, each of which is operated by a player. For example, a plurality of game devices 1 are installed in a store, and are operated by players who visit the store.

[0015] The server 2 is a server system including one or more server devices, storage devices, etc. The server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, and distribute game programs and data necessary for executing the game on the game device 1. In addition, although details will be described later, when a player is identified when using the game device 1, that is, when a service for a competitive game is provided in a state in which the player is identified, the server 2 updates the information managed about each player based on the usage details (game play history). In addition, as will be described later, the server 2 also matches players to be paired together in order to realize a match against another player by pairing players.

[0016] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 to be realized via the server 2 and the communication line N, but the game is not limited to a competitive game between players (vs. human), and also includes a case where one of the players is a non-player character provided by the server 2. Furthermore, the game in which a play experience is provided on the game device 1 is not limited to a competitive game between players, and may include a game configured for one person.

[0017] In the embodiments described below, an example of applying the present invention to a game device 1 that executes a battle game in which a screen with game elements arranged on a game field is displayed and advanced will be described. However, the present invention is applicable to any device capable of executing a game in which a screen with game elements arranged on a game field is displayed and advanced.

[0018] <Overview of Game Elements and Battle Game> To facilitate understanding of the configurations and the like in the following embodiments, the game elements used in the battle game according to the present embodiment and the overview of the battle game will be described.

[0019] In the battle game according to the present embodiment, multiple types of game elements appear. The game elements are characters (characters, vehicles, items, etc.), and are represented in the form of images, virtual or physical items, etc. The images include still images and moving images. The battle game of the present embodiment includes a first type of game element and a second type of game element.

[0020] First, the first type of game element in the present embodiment will be described.

[0021] The first type of game element is associated with an item having a physical volume. An example of a physical item is, for example, a game card, which is an item (real item) having a physical volume. Note that the item is not limited to a game card, and any item configured to be able to identify the game element associated with the item is not limited to a game card. The item may be, for example, a figurine or other shaped object having the appearance of the game element.

[0022] In this embodiment, a plurality of types of articles associated with game elements of the first type are all game cards that are physical objects. Each will be described as being associated with one game element that appears in a battle game in which a play experience is provided in the game device 1. Whether a game card is associated with which game element can be specified by a game element reading unit, which will be described later, acquiring identification information (element ID) for specifying the game element attached to the game card. The addition of the identification information (element ID) to the game card may be realized, for example, by attaching a one-dimensional or multi-dimensional code obtained by converting the identification information for specifying the game element to the game card by printing or the like, or may be realized by other methods such as being recorded in a tag or IC chip for near field communication (NFC) included in the game card.

[0023] In a battle game, each player can use a plurality of game elements. Prior to the start of the game (before the sequence of actually operating the game elements and proceeding starts), by causing information to be acquired from the game card, the game element associated with the game card can be registered as the game element that appears in the game (used by the player).

[0024] In this embodiment, there are a plurality of game elements of the first type that the player causes to appear in the game, but mainly there are two, the first game element and the second game element. The first game element is a pilot, and the second game element is the aircraft that the pilot operates. Further, each of the first game element and the second game element is divided into a plurality of types.

[0025] As the types of pilots, which are the first game elements, there are, for example, an attack type (the first type) and a defense type (the second type). The attack type mainly aims to attack the game elements of the opponent player, and it is a type that attacks the game elements of the opponent player without protecting the other game elements of the player. The defense type mainly aims to defend the other game elements of the player, and it attacks the game elements of the opponent player to protect the other game elements of the player. Note that the types and their numbers are just examples and are not limited to these types and numbers. For example, there may be multiple types of attack that can attack only the game elements of a certain X type of the opponent player or only the game elements of a certain Y type of the opponent player, depending on the types of the game elements of the opponent player.

[0026] As the types of the aircraft to be boarded, which are the second game elements, there are, for example, an attack type (the first type) and a defense type (the second type). The attack type mainly aims to attack the game elements of the opponent player, and it is a type that attacks the game elements of the opponent player without protecting the other game elements of the player. The defense type mainly aims to defend the other game elements of the player, and it attacks the game elements of the opponent player to protect the other game elements of the player. As a further type, a range (attack) type (the third type) corresponding to the range (attack) distance of the weapons that the aircraft can use may be provided. For example, if the available weapon is a long-range weapon, it is the long-range type; if the available weapon is a short-range weapon, it is the short-range type, etc. Note that the types and their numbers are just examples and are not limited to these types and numbers.

[0027] These types do not necessarily have a one-to-one correspondence between each game element and each type, and a one-to-many relationship may also be acceptable. For example, the aircraft to be boarded, which is the second game element, may have two types, namely the defense type and the long-range type. An aircraft with such types can attack the game elements located far away from the opponent player using weapons with a long range in order to protect the other game elements of the player.

[0028] In addition to the character information of the types and kinds of the first game element and the second game element, the first game element and the second game element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapons used, etc.) suitable for their types. For example, in the case of an attack type, the parameters will be specialized for attacks. These various parameters may be changed as the battle game progresses.

[0029] Furthermore, among the first game element or the second game element, there are those with special abilities called "abilities". The ability is an ability exerted to advantageously develop the progress of the game and is an ability to strengthen the game element. For example, when a certain activation condition is satisfied, it is an ability to increase the attack power against the game element of the battle player for a predetermined period. The activation of the ability may be automatically activated when the activation condition is satisfied, or may be arbitrarily activated by the player's operation when the activation condition is satisfied. Also, this ability may be an ability that can be activated only once during the battle, or an ability that can be activated multiple times. Also, even if the player becomes in a non-battleable state (defeated) due to an attack from the game element of the battle player after activating this ability, it is possible to return (transition) to the battleable state again after a predetermined time (transition time) has passed. Note that the transition time may be longer than the transition time of a game element that does not activate a normal ability.

[0030] FIG. 2 is a diagram showing an example of game card P1 when the first game element is a pilot and has character information of an attack type character. By having the game element reading unit read the identification information and the like described on game card P1, game device 1 can acquire the character information and abilities of that game card P1. FIG. 3 is a diagram showing an example of game card M1 when the second game element is a rideable aircraft, its type is an attack type, and it has character information of an ability to crush (attack when an enemy unit in the lock-on state enters the attack range). By having the game element reading unit read the identification information and the like described on game card M1, game device 1 can acquire the character information and abilities of that game card M1.

[0031] Furthermore, in the battle game of the present embodiment, a game element called a unit (hereinafter sometimes referred to as a troop) appears. This unit is composed of a pilot, which is the first game element, and a rideable aircraft, which is the second game element, and is configured by their combination. That is, the player can register by associating a pilot as an element for operating the rideable aircraft in the battle game. Thereby, the player can make a unit consisting of a rideable aircraft and a pilot appear in the battle game.

[0032] The ability of the unit can be, for example, the total value 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 rideable aircraft, which is the second game element. Furthermore, the unit has action characteristics that define (or restrict actions) what actions can be taken in the battle of the battle game. The action characteristics of the unit depend on at least one of the type (category) of the pilot, which is the first game element as a component, or the type (category) of the rideable aircraft, which is the second game element.

[0033] When making the behavior characteristics of the unit depend only on the type (category) of the pilot, which is the first game element, the type (category) of the aircraft being ridden is not reflected, and the behavior characteristics are those in which the type of the pilot is reflected. For example, when the type of the pilot constituting the unit is a defensive type and the type of the aircraft being ridden constituting the unit is an offensive type, the type of the aircraft being ridden is not reflected, and the behavior characteristics of the unit are such that the main purpose is to protect the player's game elements, and the attack on the opponent player's game elements is limited in order to protect the player's other game elements. Also, when making the behavior characteristics of the unit depend only on the type (category) of the aircraft being ridden, which is the second game element, the type (category) of the pilot is not reflected, and the behavior characteristics are those in which the type of the aircraft being ridden is reflected.

[0034] Thus, when making the behavior characteristics of the unit depend only on one type of game element, the player needs to consider the types of the pilot and the aircraft being ridden and select the pilot and the aircraft being ridden that constitute the unit. This is because the ability of the unit is, for example, the total value of the character information of the game elements (pilot and aircraft being ridden) that are the components, and if the type is selected incorrectly, the unit will not be able to exhibit its ability. On the other hand, when the types of the game elements (pilot and aircraft being ridden) that are the components are selected appropriately, for example, when the type of the pilot and the type of the aircraft being ridden are the same defensive type, the unit will be able to exhibit an ability that matches its behavior characteristics.

[0035] On the one hand, when making the behavior characteristics of a unit depend on both the type of the pilot, which is the first game element and a component, and the type of the aircraft, which is the second game element, it is effective when the type of the pilot, which is the first game element, and the type of the aircraft, which is the second game element, are completely different. For example, when there are an attack type and a defense type for the type of the pilot, which is the first game element, and the type of the aircraft, which is the second game element, is a range (attack) type. In such a case, the behavior characteristics of a unit with a combination of a defense type pilot and a long-range type aircraft will be such that it attacks the game elements of a distant opponent player using a weapon with a long range (attack distance) in order to defend the player's other game elements. By doing so, a game with high strategicity can be provided to the player.

[0036] Furthermore, as an ability of the unit, the ability that the first game element or the second game element has can be added. For example, when the aircraft of the second game element has an ability, the unit having the aircraft of the second game element as a component can have the ability of the aircraft of the second game element. For example, a unit having the game card P1 (pilot) in FIG. 2 and the game card M1 (aircraft) in FIG. 3 as components can have the ability of the game card M1 (aircraft).

[0037] Next, the second type of game element will be described.

[0038] The difference between the second type of game element and the first type of game element is that the second type of game element is not associated with a physical item such as a game card. The second type of game element is a game element that can be introduced into the game by means of a reward obtained by achieving a game event, an exchange with in-game currency, etc. However, it does not necessarily exclude the association with a physical item such as a game card, similar to the first type of game element.

[0039] The second type of game element includes a first game element and a second game element. In this embodiment, the first game element is a battleship, and the second game element is the captain of that battleship. Hereinafter, the combination of the battleship as the first game element and the captain as the second game element will be referred to as a battleship set. And in this embodiment, only the combination of the battleship and the captain in the battleship set is allowed, and it is assumed that only the battleship or only the captain cannot be selected. However, it does not exclude the change of the combination.

[0040] The battleship, which is the first game element, has various parameters (such as attack power, defense power, etc.). And it becomes the target of attack for the units of the opposing player. And for any battleship in a plurality of battleship sets, the parameters such as attack power and defense power are the same, and it is assumed that even if the battleship in the initially set battleship set is changed to another battleship set, the attack power and defense power do not change. However, it does not exclude changing the parameters of attack power and defense power in specific events and the like.

[0041] Furthermore, the battleship, which is the first game element, has a support ability to support (assist) the opposing game of the co-battle player in response to the co-battle request of the player who will be the co-battle pair (hereinafter referred to as the co-battle player) described later. The support ability varies depending on the type of each battleship.

[0042] On the other hand, the captain, who is the second game element, provides advice information to the player on various game screens (such as the sortie screen and the battle screen). However, the advice information is for show and does not provide strategic information that is advantageous for the battle.

[0043] Also, the second type of game element is provided to the player as a combination (battleship set) of the first game element (battleship) and the second game element (captain), and the first game element and the second game element are not provided alone, and it is assumed that the first game element (battleship) and the second game element (captain) cannot be freely combined.

[0044] Furthermore, the difference between the first type of game element and the second type of game element also lies in whether they are targets of operation during the game. As described above, a unit composed of the first type of game element or a plurality of the first type of game elements is the target of the player's operation during the game. A typical example of the target of operation is a target for movement. In contrast, the second type of game elements (battleships, ship captains) are not targets for the player's movement.

[0045] Next, the outline of the battle game will be described.

[0046] The battle game of this embodiment has a normal battle mode in which players battle alone and a co-battle mode in which two or more players form a group and the groups battle against each other. The co-battle mode is a battle mode in which a player forms a group with a player other than a friend or the like, and in the battle game of both sides, the battleship of the other player belonging to the group can receive support. The co-battle mode of this embodiment sets the number of people forming the group to two, and this two-person group is referred to as a co-battle pair, and the player who forms a group with the co-battle pair is referred to as a co-battle player. However, the number of people forming the group is not limited to two, and it may be three or more people.

[0047] The battle game includes a first phase and a second phase. The first phase is the battleship setting phase, which is the phase of setting the battleship (the second type of game element) to be used in the battle game. The second phase is the phase of registering various game cards (the first type of game element), generating units, and conducting battles using those units.

[0048] The battle (second phase) of this embodiment progresses by performing movement and attack actions while deploying (placing) the units (troops) registered for each player on a game field of a predetermined size (the implementation of these actions is received by the operation input unit described later).

[0049] FIG. 4 is a diagram showing an example of a game field in the battle game of this embodiment. In one aspect shown below, the game field includes a deployment unit area 30, a first area 31, and a second area 32. The deployment unit area 30 is where units that can be deployed (appear) are arranged. The first area 31 is the area of the player himself / herself, and bases (game elements) such as the player's own base are arranged. In this first area 31, the battleships set in the first phase are also arranged. The second area 32 is the area of the opponent player, and bases (game elements) such as the opponent player's base are arranged. In this second area 32, the battleships of the opponent player set in the first phase are also arranged. It should be noted that the battleships of the player and the opponent player are automatically arranged at predetermined positions and are not targets for the player to move. And the player who destroys the opponent player's base (reduces the durability value to 0) as a result of an attack action by any unit becomes the winner of the battle game.

[0050] Therefore, each player needs to arrange units to perform a defensive action (interception action) to interfere with the attack action of the opponent player's unit that attempts to perform an attack action on the base associated with himself / herself, or to control the attack action of the unit to destroy the opponent player's base earlier than the opponent player's unit.

[0051] Here, the important point is that the movable area varies depending on the type of unit. For example, when the unit type is a defensive type, the unit is for defending a base such as the player's base, and since the base such as the player's base is located in the first area 31, as a result, the defensive type unit can only move within the first area 31. On the other hand, when the unit type is an attack type, the unit is for attacking bases such as the opponent player's base and the bases of battleships of the opponent player attacking the player's base. Since the base of the opponent player is located in the second area 32 and the bases of the opponent player's battleships can enter (be placed) in the first area 31, as a result, the attack type unit can move in both the first area 31 and the second area 32.

[0052] At the start of the battle game, the information of the units registered by the opponent player is unknown. The player can deploy each of the units registered for themselves on the game field at any timing after the start of the battle game. When a unit is deployed on the game field by the opponent player, the opponent player is notified of what game elements (aircraft and pilot) the unit is composed of. By configuring in this way, it is possible to provide the player with the interest of strategically developing the game while discerning the opponent player's units and actions.

[0053] Also, in the co-battle mode, the player can request a co-battle to the co-battle player during the battle. The co-battle request can be made by selecting the co-battle request button 34 displayed on the game field. When the co-battle request is selected, one of the support capabilities of the battleship set by the co-battle player is activated to attack the opponent player (attack support) or provide supply support to the player. This co-battle request can only be executed a predetermined number of times during the battle game. For example, it is once or twice. If the co-battle request can be made any number of times, the game balance will be disrupted.

[0054] <Configuration of Game Device 1> FIG. 5 is a front external view of a game device 1 according to an embodiment of the present invention.

[0055] The game device 1 includes a display unit 11 (display 11) on which information necessary for game progress such as a menu and a game field are displayed, and first game element readers 121 to 125 for registering a first game element (pilot) to appear in a battle game from a game card held by a player, and second game element readers 131 to 135 for registering a second game element (mounted aircraft) to appear in a battle game from a game card held by the player.

[0056] The first game element readers 121 to 125 are readers that read character information of a pilot, which is a first game element to appear in the game, from the game card. In the game device 1 of the present embodiment, since up to a maximum (upper limit) of five pilots can be registered as game elements to be used, five first game element readers 121 to 125 are installed. The player sets (places) the game card P of the pilot (first game element) to appear in the battle game from the held game card on the first game element readers 121 to 125, whereby the first game element readers 121 to 125 can read identification information and the like of the game card of the pilot (first game element).

[0057] The second game element readers 131 to 135 are readers that read character information of a mounted aircraft, which is a second game element to appear in the game, from the game card. In the game device 1 of the present embodiment, since up to a maximum (upper limit) of five mounted aircraft can be registered as game elements to be used, five second game element readers 131 to 135 are installed. The player sets (places) the game card of the mounted aircraft (second game element) to appear in the battle game from the held game card on the second game element readers 131 to 135, whereby the second game element readers 131 to 135 can read identification information and the like of the game card of the mounted aircraft (second game element).

[0058] Then, a battle game can be started by forming up to five units (troops), each unit being a usage game element consisting of one registered pilot and one aircraft. That is, for a unit (troop), the maximum number of aircraft that can be registered is the same as the maximum number (upper limit) of pilots that can be registered, and it is set to 5.

[0059] Note that, for example, when the player has just started using the game device 1 or when the player does not carry a game card, if the number of game cards from which information can be obtained is less than the maximum number (upper limit) of each of the aircraft and pilots, each of the game elements constituting the unit (troop) does not necessarily have to be registered based on information obtained from the game card. In this case, game elements prepared on the game device 1 side are additionally registered, and both the aircraft and the pilots are registered up to the maximum number, and five units of troops may be formed. Also, for example, in an aspect where a concept such as cost is introduced at the time of registration, the number of registered units (troops) may be set to a plurality less than the maximum number.

[0060] Also, in this embodiment, it is described that one pilot is associated with one aircraft and registered as one unit, but the implementation of the present invention is not limited to this. That is, the game elements constituting one unit may be such that a plurality of pilots are associated with one aircraft, or one pilot is associated with a plurality of aircraft.

[0061] FIG. 6 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.

[0062] The game device 1 includes a processing unit 10, a display unit 11, first game element reading units 121 to 125, second game element reading units 131 to 135, an operation input unit 14, a cost detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a storage unit 19.

[0063] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the storage unit 19, the first game element reading unit 12, the second game element reading unit 13, operation input signals from the operation input unit 14, etc. The functions of the processing unit 10 can be realized by electronic components such as microprocessors such as CPUs and GPUs, ASICs, and IC memories. Specifically, the control unit 10 controls the operations of each unit by, for example, reading the operation programs of each unit recorded in the recording unit 19, expanding them in the memory, and executing them. As main functional units, the processing unit 10 includes a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a battleship setting unit 113, a co-op pair setting unit 114, and a co-op request execution unit 115. These units will be described later.

[0064] The display unit 11 displays various game screens based on the image signals output from the processing unit 10. The functions of the display unit 11 can be realized by display devices such as flat panel displays such as liquid crystals, projectors, and head-mounted displays. In FIG. 5, the display unit 11 corresponds to the display 11.

[0065] The first game element reading units 121 to 125 are five first game element reading units that are the upper limit of the number of registered first game elements as described above, and are readers that read character information of a pilot, which is a first game element to be introduced into the game from the game cards held by the player. Reading of the first game element from the game card is possible, for example, by printing a one-dimensional or multi-dimensional code obtained by converting identification information of the game card or the like on the game card and reading the one-dimensional or multi-dimensional code. Also, when the identification information of the game card or the like is recorded in a tag or IC chip for near field communication (NFC) included in the game card, it is read from those tags or IC chips. The read information is output to the processing unit 10 together with the reader ID, which is the identification information of the own device (for example, reader ID = 121, etc.).

[0066] As described above, the second game element readers 131 to 135 are five second game element readers which are the upper limit of the number of registered second game elements, and are readers that read character information of the aircraft which is the second game element to be introduced into the game from the game card held by the player. Reading of the second game element from the game card is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting identification information of the game card or the like printed on the game card. Also, when the identification information of the game card or the like is recorded in a near field communication (NFC) tag or an IC chip included in the game card, it is read from those tags or IC chips. The read information is output to the processing unit 10 together with the reader ID which is the identification information of the own device (for example, reader ID = 131, etc.).

[0067] A unit is composed of the first game elements read by the first game element readers 121 to 125 and the second game elements read by the second game element readers 131 to 135. As described above, one unit is a combination of a pilot which is one first game element and an aircraft which is one second game element. Therefore, so that the combination of the pilot which is the first game element and the aircraft which is the second game element constituting the unit is easily distinguishable to the player, the first game element readers 121 to 125 and the second game element readers 131 to 135 are arranged such that at least one side of the first game element readers 121 to 125 which are in a set and one side of the second game element readers 131 to 135 are adjacent. For example, the lower side of the first game element reader 121 and the upper side of the second game element reader 131 are adjacent and arranged to form a set vertically. Thereby, it can be easily understood by the player that the pilot of the game card read by the first game element reader 121 and the aircraft of the game card read by the second game element reader 131 form a set and a unit is constituted. The same applies to the combinations of the other first game element readers 122 to 125 and the second game element readers 132 to 135.

[0068] The operation input unit 14 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 10. The functions of the operation input unit 14 can be realized not only by elements directly operated by the player's finger, such as a touch panel, a touch operation pad, a home button, a button switch, a joystick, and a trackball, but also by elements that detect motion and posture, such as an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. In this embodiment, the touch operation panel attached to the display unit 11 corresponds to this.

[0069] The cost detection unit 15 detects that a cost has been paid in the game device 1. The payment of the cost can be determined, for example, by detecting that a coin of a predetermined amount or a corresponding coin has been inserted into an insertion slot (not shown) of the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to a predetermined electronic money. The game device 1 of this embodiment will be described as starting to provide a service including providing a play experience of a series of games based on the payment of the cost related to the start of service provision. Also, the payment of the cost is configured to be detectable even after the start of service provision.

[0070] The user information reading unit 16 acquires information from an article recording a player ID (player identification information) in order to identify the player using the game device 1. In this embodiment, the article recording the player ID is a player card configured in the form of a card.

[0071] The sound output unit 17 is a speaker or the like for outputting sound effects related to the game based on the sound signal output from the processing unit 10.

[0072] The communication unit 18 is a communication interface with an external device. The communication unit 18 can be connected to an external device via a communication line N (either wired or wireless) to enable data transmission and reception. The communication unit 18, for example, converts the information input as the transmission target into data in a predetermined format and transmits it to an external device such as the server 2 via the communication line N. Also, the communication unit 18 receives information from an external device via the communication line N, for example.

[0073] The recording medium 19 is a recording device capable of holding data, such as a non-volatile memory or an HDD. The recording medium 19 stores, in addition to the operation programs of each part of the game device 1, information on parameters necessary for the operation of each part, and various graphics data used in the battle game executed by the game device 1.

[0074] Also, a game element database 190 (game element DB 190) is stored in the recording medium 19. The game element DB 190 is a database that manages information (element information) about each game element that appears in the game. In the game device 1 of the present embodiment, during game play, the player places a game card on the first game element reading units 121 to 125 and the second game element reading units 132 to 135 to acquire information, thereby allowing the game elements associated with the game card to appear in the game. The element information managed for one game element includes, for example, as shown in FIG. 7, type information 192 indicating the type in the game assigned to the game element, drawing information 193 including graphics data used for screen generation when the game element appears in the game, etc., in association with an element ID (identification information) 191 that uniquely identifies the game element, and in addition to the name, attributes, etc. of the game element, parameter information (character information) 194 describing parameters, etc. determined for each element level of the game element, and ability information 195 describing activation conditions and effects to be activated, etc. The parameter information 194 and the ability information 195 are information referred to in the game in which the game element appears and are involved in the progress control of the game.

[0075] Further, in the present embodiment, graphics data, parameter information, ability information, etc. are stored in the game element DB 190, and the element information will be described as including these data, but the implementation of the present invention is not limited thereto. The element information may include information indicating the storage location of the data of each piece of information.

[0076] Next, the game element acquisition unit 110, the unit configuration unit 111, the game execution unit 112, the battleship setting unit 113, the co-battle pair setting unit 114, and the co-battle request execution unit 115, which are the main functional units of the processing unit 10, will be described.

[0077] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element readers 121 to 125 and the second game element readers 131 to 135. At this time, the reader ID for identifying the first game element readers 121 to 125 and the second game element readers 131 to 135 that have read the element ID 191 of the game card (hereinafter, the reader IDs of the first game element readers 121 to 125 will be described as 121 to 125, and the reader IDs of the second game element readers 131 to 135 will be described as 131 to 135) is also acquired. 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 element ID 191 of the game card from the game element DB 190. Then, the game element acquisition unit 110 associates the reader 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. Note that the first game element readers 121 to 125 and the game element acquisition unit 110 function as the first game element registration means. Also, the second game element readers 131 to 135 and the game element acquisition unit 110 function as the second game element registration means.

[0078] The unit configuration unit 111 receives a reading unit ID, an element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition unit 110, and constitutes one unit (unit) from a pilot which is a first game element forming a set and an aircraft to be boarded which is a second game element. The unit configuration unit 111 identifies the first game element and the second game element forming a set from the reading unit ID. In the present embodiment, combinations of reading unit IDs of (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 game elements constituting one unit. The unit configuration unit 111 identifies the first game element and the second game element forming a set by identifying the element ID 191 associated with each set of reading unit IDs. Then, the unit configuration unit 111 configures a unit using the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191. The ability of the unit is, for example, the total value 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 to be boarded which is the second game element. Further, other information associated with the player ID read from the player card by the user information reading unit 16, for example, the player's level, correction parameters of each game element, etc. may be reflected in the ability of the unit. The parameters reflected in these units may be described as initial parameters. Also, the action characteristics of the unit are made to depend on at least one of the type (type) of the pilot which is the first game element as a component or the type (type) of the aircraft to be boarded which is the second game element.

[0079] Furthermore, as the unit's ability, the unit component 111 can add the abilities possessed by the first game element or the second game element. For example, if the aircraft carried by the second game element has an ability, the unit having the aircraft carried by the second game element as a component can have the ability of the aircraft carried by the second game element.

[0080] The game execution unit 112 controls a series of games from the start to the end of the battle game (including the display of game images). When the cost detection unit 15 detects the payment of the cost, the battle game is started. In the battle of the battle game, the units (troops) configured by the unit configuration unit 111 and the set battleships (the first game elements of the second type of game elements) are arranged on the game field. Then, the game execution unit 112 controls the progress of the battle according to the operation input made by the player to the unit (troop). Also, in the battle, the game execution unit 112 calculates attacks and defenses using various parameters of each unit and battleship, and determines the battle possible state and the battle impossible state of the unit and the battleship. Further, the game management unit 112 also displays various production images that can identify the battle possible state and the battle impossible state of the unit, the activation of abilities, and other states.

[0081] The battleship setting unit 113 is a unit that sets and manages the player's battleship using the battleship information database 200 in which information on the configurable battleships is stored. The battleship information database 200 is stored in the recording medium 19. The battleship information database 200 is prepared for each set (combination) of a battleship and a ship captain, and for each battleship set identification information (battleship set ID). FIG. 8 is a diagram showing an example of the battleship information database 200 with the battleship set ID 1. In the example of FIG. 8, the battleship information database with the battleship set ID 1 includes battleship identification information (battleship ID) 201 for identifying the battleship, the battleship name 202, ship captain identification information (ship captain ID) 203 for identifying the ship captain, the ship captain name 204, battleship image data 205, ship captain image data 206, attack parameters 207 of the battleship, defense parameters 208 of the battleship, and support ability information 209. Hereinafter, each piece of information in the battleship information database 200 is collectively referred to as battleship information. The support ability information 209 is information on the support content for a co-battle player when a co-battle request is received from the co-battle player. The support content varies depending on the type of battleship. For example, as shown in FIG. 8, it includes artillery support from the battleship to the base of the co-battle player's battle play, supply support to the co-battle player, attack support from the units of the player who received the co-battle request, and the like. In addition, the support ability information 209 also includes the probability of lottery for which support to perform when a co-battle request is received.

[0082] These sets of battleships and ship captains can be obtained by rewards obtained by achieving game events, exchange with in-game currency, etc. The obtained sets of battleships and ship captains are associated with the player ID in the player database 210 described later and stored in the reward information 215.

[0083] The battleship setting unit 113 sets the player's battleship on the battleship setting screen in the first phase, which is different from the battle phase. The battleships that can be set by the player are the sets of battleships and ship captains that are associated with the player ID and registered in the reward information 215. The battleship setting unit 113 reads out the battleship information of the sets of battleships and ship captains registered in the reward information 215 from the battleship information database 200 and displays the battleship setting screen. FIG. 9 is a diagram showing an example of the battleship setting screen. On the battleship setting screen of FIG. 9, battleship set 1 of battleship A and ship captain X and battleship set 2 of battleship B and ship captain Y are displayed. The player can set the selected battleship set by selecting the battleship set to be set. The set battleship set is recorded in the ownership information 213 of the player database 210 described later.

[0084] The co-battle pair setting unit 114 matches the players who co-battle and sets the co-battle pair. There are the following methods for setting the co-battle pair.

[0085] (1) Set a co-battle pair among the players using the game devices 1 installed in the same store (in-store co-battle pair setting). When forming a co-battle pair with a friend, etc., it is considered that the game is often played using the game devices 1 installed in the same store. Therefore, the game devices 1 installed in the same store are matched to set the co-battle pair. Specifically, when the players who want to form a co-battle pair press the co-battle pair setting button at the same timing, and the server 2 detects that timing, the game devices 1 of the co-battle players are identified and the co-battle pair is set. The specific operation will be described later.

[0086] (2) Set a player and a non-player character prepared on the game device 1 or the game server 2 side as a co-battle pair (non-player character co-battle pair setting). Even when playing alone without friends, if co-op invitations are possible, the game can be enjoyed more. In such a case, it is possible to set a co-op pair with a non-player character prepared on the game device 1 or the game server 2 side. Specifically, select the co-op button with the non-player character, and the game device 1 or the game server 2 side sets the non-player character and the player prepared as a co-op pair. Specific operations will be described later.

[0087] In addition, for setting the co-op pair described later, the co-op pair setting unit 114 stores game device identification information that uniquely identifies the game device 1. FIG. 10 is a diagram showing an example of the game device identification information. The game device identification information in FIG. 10 consists of a 6-digit numerical value. The upper 3 digits identify the store, and the lower 3 digits are numerical values that identify the game device 1 of that store.

[0088] During the battle game, the co-op invitation execution unit 115 activates one support type from among the support types set by the co-op player when the player selects a co-op invitation. The information on the battleship set by the co-op player is specified from the battleship set ID included in the co-op player information transmitted from the server 2. The co-op invitation execution unit 115 reads out the probability of the support type corresponding to the battleship set ID set by the co-op player from the battleship information database 200, and determines the support type from that probability. Then, the co-op invitation execution unit 115 activates the effect of the determined support type.

[0089] Next, the server 2 according to the present embodiment will be described. FIG. 11 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.

[0090] The processing unit 20 is, for example, a CPU, and controls the operation of each block of the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading out the operation program of each block recorded in the recording unit 21, expanding it in memory, and executing it. The processing unit 20 includes, as main functional units, a cooperative pair matching processing unit 201, a battle player matching processing unit 202, and a management unit 203.

[0091] The cooperative pair matching processing unit 201 matches players together as cooperative pairs. The cooperative pairs to be matched are real players, or a real player and a non-player character. The cooperative pair matching processing unit 201 has a game device identification information database 300 for matching cooperative pairs. The game device identification information database 300 is a database that stores game device identification information of game devices 1 that are installed in a store and are operable. FIG. 12 is a diagram showing an example of the game device identification information database 300. The game device identification information database 300 may be prepared for each store, or may be a single database that lists all the game device identification information. The specific operation of the cooperative pair matching processing unit 201 will be described later.

[0092] In addition, in preparation for the case where a non-player character is selected as a co-op pair, the co-op pair matching processing unit 201 predetermines the non-player character to be the co-op pair, the battleship set of the non-player character, and the battleship information of the battleship set. Note that there may be multiple non-player characters to be the co-op pair. In that case, the battleship set corresponding to each non-player character and the battleship information of the battleship set are predeterminable.

[0093] The match player matching processing unit 202 performs matching processing for a match game (player-versus-player match) between players provided in the game system of this embodiment. By the matching processing, a session is established for, for example, two game devices 1 that have transmitted matching requests at the same time among the game devices 1 connected to the server 2, and transition is made to a state in which information communication related to the match game is possible.

[0094] This is the matching of battle players in the co-op battle mode by the battle player matching processing unit 202, and matching is performed among players who have selected the co-op battle mode. This is because if one side of the battle player is not in the co-op battle mode, they cannot receive support such as attacks, which is not fair. And for each co-op player, they are matched with a battle player according to the level (rank) of that player. FIG. 13 is a diagram showing an example of battle player matching. In the example of FIG. 13, player A and player B are in a co-op pair relationship, player C and player E are in a co-op pair relationship, and player D and player F are in a co-op pair relationship. Here, the levels of player A and player C are matched with a level difference within a predetermined range so that there is no divergence, and the levels of player B and player D are matched with a level difference within a predetermined range so that there is no divergence. At this time, it should be noted that the battle players of co-op pair players A and B do not become the same player. For example, the battle players of player A and player B are matched so that they do not both become player C. Note that the battle players to be matched do not necessarily have to be players within the same store like a co-op pair.

[0095] Also, when a real player who meets the above-mentioned conditions cannot be matched, the battle player matching processing unit 202 may match with a non-player character that meets the conditions instead of the real player.

[0096] Furthermore, when the level of any one of the players in a co-op pair is below a predetermined level, the battle player matching processing unit 202 matches the player below the predetermined level with a non-player character. For example, the predetermined level is low, and players below the predetermined level are beginners. In this way, battle players of an appropriate level can be matched for beginners, and beginners can participate with a relaxed mindset. On the other hand, when both players in a co-op pair exceed the predetermined level, the battle player matching processing unit 202 matches real players for both players. This is because players who exceed the predetermined level are experienced players.

[0097] The management unit 203 manages the evaluation of players related to the game based on the play content of the game played on the game device 1. More specifically, the management unit 203 evaluates the players based on the play content for each single battle game play, and generates or updates the evaluation information of the player information related to the player, which will be described later.

[0098] The recording unit 21 is a recording device capable of holding data, such as a non-volatile memory or an HDD. The recording unit 21 stores information such as parameters required for the operation of each block, in addition to the operation programs of each block of the server 2. The recording unit 21 also stores a player database 210 (player DB 210).

[0099] The player DB 210 is a database that manages information (player information) indicating the usage status of games associated with each user (player) regarding the games for which a play experience is provided by the game device 1 in the game system of the present embodiment. The player information is information for managing the usage history of game play functions for each player and various game elements that are available for use by the player. The player information is sequentially updated according to the play results of the games played after using the player card in the game device 1 and is provided to the game device 1 when the player card is used again. Thereby, in the game device 1, it becomes possible to provide game play in a state reflecting the previous game play.

[0100] In the present embodiment, the player information may include, for example, as shown in FIG. 14, progress status information 212 indicating the progress of the player's game play, ownership information 213 indicating the game elements that are available for use by the player 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 other types of game elements) given to the player, in association with a player ID 211 that identifies the player.

[0101] Here, the progress information 212 may include evaluation information evaluating the player's play status, in addition to progress information indicating up to which stage of a predetermined story has been progressed, performance information indicating the performance of a battle game, and the like. The possession information 213 is configured by sequentially adding the element IDs 191 of game elements associated with game cards used by the player in game play, that is, game elements in a state where the player can use them. Further, the possession information 213 also records the battleship set ID of the battleship set set by the player. The enhancement status information 214 may be configured to manage, for at least game elements for which enhancement has been performed (changed from the initial state), an element level as an index indicating a parameter that has changed due to enhancement, in association with the element ID 191 of the game element. In the present embodiment, the enhancement status information 214 will be described as being updated when the play result of the game performed in the game device 1 is obtained in order to facilitate understanding of the invention. However, for example, the update may be made according to the information on the cultivation result obtained by using the function related to cultivation in the game device 1 or the like. The reward information 215 includes information such as the battleship set ID of the battleship set acquired in an event in the game.

[0102] The communication unit 22 is a communication interface with an external device. The communication unit 22 can be connected to an external device via a communication line N (regardless of wired or wireless) and enable data transmission and reception. The communication unit 22, for example, converts information input as a transmission target into data in a predetermined format and transmits it to an external device such as the game device 1 via the communication line N. Also, the communication unit 22, for example, receives information from an external device via the communication line N.

[0103] <Operations of Game Device 1 and Server 2> The operation of the game device 1 will be described. FIG. 15 is an operation flowchart of the game device 1. In the following description, the maximum number of cards (upper limit) that can be registered in the battle game is set to 5 for both the pilot card (first game element) and the mounted aircraft card (second game element).

[0104] At the start of the battle game, the player inserts coins or equivalent tokens of a predetermined amount, which is the cost of executing the battle game service, into the insertion slot of the game device 1. When the cost detection unit 15 detects the cost (Step 100), the game execution unit 112 starts executing the battle game service (Step 101).

[0105] The player causes the player card to be read by the user information reading unit 16 (Step 102). The user information reading unit 16 reads the player ID 211 from the player's player card and transmits the player ID 211 to the server 2, thereby receiving, from the server 2, progress information 212, possession information 213, enhancement status information 214, reward information 215, etc. associated with the player ID 311. These pieces of information are passed to the processing unit 10.

[0106] Subsequently, the game execution unit 112 determines whether the player selects the battleship setting screen (Step 103). When the battleship setting screen is selected (Step 104), the battleship setting unit 113 starts the battleship setting process (Step 105).

[0107] FIG. 16 is a flowchart of the operation of the battleship setting process.

[0108] The battleship setting unit 113 reads out the battleship information of the battleship sets that the player can set from the battleship information database using the battleship set ID acquired by the player from the reward information 215 of the player database 210 of the player (Step 200), and displays a battleship setting screen that displays the battleship sets that the player can set (Step 201). The battleship setting screen is, for example, as shown in FIG. 9. At this time, if there is a battleship set that has already been set from the possession information 213 of the player database 210 of the player, that battleship set is displayed.

[0109] The battleship setting unit 113 determines whether the player has changed the battleship that has already been set (the set battleship) and selected a battleship to newly set (Step 202). If there is a change in the set battleship (Step 203), the battleship setting unit 113 registers the selected battleship as the set battleship in the ownership information 213 of the player's player database 210 (Step 204).

[0110] Return to the description of the flowchart in FIG. 15.

[0111] The game execution unit 112 displays a selection screen for the battle mode and determines the battle mode (Step 106). When the player selects the co-op battle mode (in-store co-op pair setting and non-player character co-op pair setting) (Step 107), the co-op pair setting unit 114 executes co-op pair setting processing (Step 108).

[0112] FIG. 17 is a diagram for explaining a series of operations for selecting the battle mode. In the example of the selection screen in FIG. 17, buttons are displayed so that the normal battle mode and the co-op battle mode can be selected as the battle mode (FIG. 17(a)). Then, when the player selects the co-op battle mode, buttons are displayed so that the in-store co-op pair setting and the non-player character co-op pair setting can be selected (FIG. 17(b)).

[0113] FIG. 18 is a flowchart of the co-op pair setting process.

[0114] The co-op pair setting unit 114 determines the selection of the co-op mode (Step 300). When the in-store co-op pair is selected (Step 301), the co-op pair setting unit 114 displays a search start screen (Step 302). An example of the search start screen is shown in FIG. 17(c). When forming an in-store co-op pair between players, the players press the search start button at the same timing. On the other hand, when a non-player character is selected as the co-op pair, a co-op pair matching request is sent to the server 2 (Step 309). The matching request includes the game device identification information (game device ID) and the player ID obtained from the player card.

[0115] The co-play pair setting unit 114 determines whether the search start button has been pressed (Step 303). When the search start button is pressed (Step 304), the co-play pair setting unit 114 sends a co-play pair matching request to the server 2 (Step 305). The matching request includes game device identification information (game device ID), player ID obtained from the player card, and time information at the time of pressing.

[0116] Here, the co-play pair matching process performed by the server 2 will be described. FIG. 19 is a sequence diagram between the game device 1 and the server 2.

[0117] First, when players in a store who want to form a co-play pair press the search start button at the same timing, a matching request is sent from each player's game device 1 (Steps 400, 401). The matching request includes game device identification information (game device ID), player ID obtained from the player card, and time information at the time of pressing.

[0118] The server 2 that has received the matching request performs co-play pair matching processing (Step 402).

[0119] FIG. 20 is a flowchart of the co-play pair matching process performed by the server 2.

[0120] The co-play pair matching processing unit 201 of the server 2 receives the matching request (Step 500).

[0121] The co-op pair matching processing unit 201 identifies the matching requests transmitted from the game device 1 installed within the same store from among the numerical values for identifying the store included in the matching requests (Step 501). When there are matching requests transmitted from the game device 1 installed within the same store (Step 502), the co-op pair matching processing unit 201 determines the difference in the time information of those matching requests (Step 503). When there is a pair of matching requests whose difference in the time information of the matching requests is within a predetermined time (for example, within 1 second) (Step 504), the co-op pair matching processing unit 201 specifies the player IDs of the game devices 1 that transmitted the matching requests of that pair, and sets the players with those player IDs as co-op pairs (Step 505). Then, the co-op pair matching processing unit 201 transmits co-op player information to the game device 1 that made the matching request (Step 506). The co-op player information includes the player name specified from the player ID and the battleship set ID set by that player, obtained from the player database 210 of the player.

[0122] On the other hand, when there is one matching request from the game device 1 installed within the same store (Step 502), or even if it is a matching request from the same store, but the difference in the time information of the matching requests is not within the predetermined time (Step 504), the co-op pair matching processing unit 201 sets a non-player character as the co-op pair for the player of the game device 1 that made the matching request (Step 507). Then, the co-op pair matching processing unit 201 transmits co-op player information to the game device 1 that made the matching request (Step 506). The co-op player information includes the player name and battleship set ID of a predetermined non-player character.

[0123] When receiving a matching request with a non-player character as a co-op pair, similar to Step 507, set a non-player character as the co-op pair for the player of the game device 1 that made the matching request, and send co-op player information to the game device 1 that made the matching request. The co-op player information includes the player name and battleship set ID of a predetermined non-player character.

[0124] This concludes the explanation of the co-op pair matching process performed by the server 2.

[0125] The co-op pair setting unit 114 of the game device 1 receives the co-op player information (Step 306). The co-op pair setting unit 114 uses the received co-op player information to display the co-op player information (Step 307). For example, the display examples of the co-op player information are shown in FIGS. 17(d) and (e). When the co-op pair setting unit 114 makes a matching request with a non-player character as the co-op pair, it displays the information of the non-player character as the co-op player information. Then, the co-op pair setting unit 114 sets the player and the player of the received co-op player information as the co-op pair (Step 308).

[0126] This concludes the explanation of the co-op pair setting process, and we return to the flowchart of FIG. 15.

[0127] When the co-play pair setting process ends (Step 108), the game execution unit 112 displays a game element registration screen (Step 109). FIG. 21 is a diagram showing an example of the game element registration screen. In the game element registration screen of FIG. 21, among the game cards held by player XXXX, up to 5 pilot cards and boarding aircraft cards can be set (arranged) in the first game element readers 121 to 125 and the second game element readers 131 to 135 respectively, and a dialog box notifying that the set (arrangement) completion button should be pressed when the set (arrangement) is completed is displayed. The player sets (arranges) the pilot card of the pilot who wants to appear in the battle game among the game cards he / she holds in the first game element readers 121 to 125, and sets (arranges) the boarding aircraft card of the boarding aircraft that wants to appear in the battle game in the second game element readers 131 to 135. Then, when the setting (arrangement) of the game cards is completed, the player presses the set completion button.

[0128] When the set completion button is pressed (Step 110), the first game element readers 121 to 125 and the second game element readers 131 to 135 read the element ID printed on the game card, and the read element ID is output to the game element acquisition unit 110 together with the reader ID of the first game element readers 121 to 125 and the second game element readers 131 to 135 (Step 111).

[0129] The game element acquisition unit 110 acquires the element ID and reader ID of the set (arranged) game card. Then, the game element acquisition unit 110 acquires the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191 of the acquired game card from the game element DB 190, associates the reader ID, the element ID 191, the type information 192, the drawing information 193, the parameter information 194, and the ability information 195, and outputs them to the game execution unit 112 and the unit configuration unit 111 (Step 112).

[0130] The game execution unit 112 counts the number of reader IDs of the first game element readers 121 to 125 among the reader IDs, and determines whether the maximum number (upper limit) of registrable first game elements has been reached (Step 113). For example, if it is assumed that pilot cards are set (arranged) in all of the first game element readers 121 to 125, the reader IDs are five numbers from 121 to 125, and the maximum number (upper limit) of registrable elements has been reached.

[0131] When the number of reader IDs of the first game element readers reaches the maximum number (upper limit) of registrable elements, the game execution unit 112 counts the number of reader IDs of the second game element readers 131 to 135 among the reader IDs, and determines whether the maximum number (upper limit) of registrable second game elements has been reached (Step 114). For example, if it is assumed that aircraft cards are set (arranged) in all of the second game element readers 131 to 135, the reader IDs are five numbers from 131 to 135, and the maximum number (upper limit) of registrable elements has been reached.

[0132] When the maximum number (upper limit) of registrable second game elements has been reached, the game execution unit 112 displays the battle approval button. When approval of the battle by the player is obtained (Step 115), the unit configuration unit 111 uses the reader ID, element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195 acquired from the game element acquisition unit 110 to configure one unit (troop) from the pilot, which is the first game element that forms a pair, and the aircraft, which is the second game element (Step 116).

[0133] If the number of registered first game elements or second game elements has not reached the maximum number of registrations (in this example, 5) (Step 113, Step 114), the game execution unit 112 performs a process of replenishing game elements according to the player's level or the like in a timely manner (Step 118), and configures a unit (Step 116).

[0134] When the configuration of the unit is completed by the unit configuration unit 111, the game execution unit 112 starts the battle player matching process (Step 117). The game execution unit 112 sends a battle player matching request to the server 2 (Steps 405, 406), and the battle player matching processing unit 202 of the server 2 performs the battle player matching process (Step 407). Then, the battle player matching processing unit 202 sends the matched battle player information to the game device 1, and each game device 1 receives the battle player information (Steps 408, 409).

[0135] The game execution unit 112 of each game device 1 starts the battle process (Steps 118, 410, 411).

[0136] Next, the operation of the co-battle request during the battle will be described. FIG. 22 is a flowchart of the co-battle request process, and FIG. 23 is a screen transition diagram of the co-battle request.

[0137] During the battle game, the co-battle request execution unit 115 displays the co-battle request button 34 on the screen of the battle field as shown in FIG. 23(a) (Step 600). The co-battle request execution unit 115 determines whether the co-battle request button has been pressed and the co-battle request has been selected (Step 601). When the co-battle request is selected (Step 602), the co-battle request execution unit 115 performs the co-battle request effect (Step 603). The co-battle request effect does not immediately execute the support. Instead, for example, as shown in FIG. 23(b), an effect such as requesting the co-battle player for support is performed.

[0138] Subsequently, the co-battle request execution unit 115 determines the support type from the battleship set ID of the co-battle player included in the co-battle player information (Step 604). The determination of the support type reads the support information 209 of the battleship information database 200 corresponding to the battleship set ID of the co-battle player and performs a lottery based on the probability of each support type. Then, the co-battle request execution unit 115 determines the selected support type as the support type for the co-battle request.

[0139] In the co-op request execution unit 115, in the battle game of the player who has made a co-op request, the support ability of the determined support type is activated (Step 605). For example, as shown in Fig. 23(c), artillery support is activated. This concludes the explanation of the game operation.

[0140] In this embodiment, the battle play can be enjoyed not alone but with players such as friends. In addition, it is possible to give users who have not experienced a battle game an opportunity to participate in the battle game. As a result, the interestingness of the game can be enhanced.

[0141] <Modification Example 1 of the First Embodiment> In the first embodiment, an example in which a unit composed of a first game element and a second game element becomes a game element that is the subject of attack or defense has been described. However, it is also applicable to a game in which a single game element alone is the subject of attack or defense.

[0142] <Modification Example 2 of the First Embodiment> In the first embodiment, an example of setting a co-op pair among the players of the game device 1 installed in the same store has been described. However, when playing with friends, it is considered that players often play on adjacent game devices 1. For example, adjacent game devices or competing game devices. Therefore, an example of limiting the game devices 1 capable of setting a co-op pair to adjacent game devices and opposing game devices 1 among the game devices 1 installed in the same store will be described.

[0143] When the game device 1 capable of setting a co-play pair is limited to adjacent game devices or opposing game devices 1, the co-play pair matching processing unit 201 needs to identify that the game device 1 that has made a matching request is an adjacent game device or an opposing game device 1. Therefore, a game device identification information database 300 for specifying the installation position relationship of the game device 1 is required. FIG. 24 is an example of the game device identification information database 300 of Modification 2 of the first embodiment. The game device identification information database 300 in FIG. 24 is a database that takes into account the installation position relationship of the game device 1. For example, six game devices 1 are installed in two rows in the same store as shown in FIG. 24. In the first row, the game device 1-1 (game device identification ID: 100001), the game device 1-2 (game device identification ID: 100002), and the game device 1-3 (game device identification ID: 100003) are arranged in a row. In the second row, facing the game devices 1 in the first row, the game device 1-4 (game device identification ID: 100004), the game device 1-5 (game device identification ID: 100005), and the game device 1-6 (game device identification ID: 100006) are arranged. The game device identification information database 300 composed of rows and columns reflecting this positional relationship is the game device identification information database 300 in FIG. 24.

[0144] For example, when the game device identification IDs included in the matching request are "100004" and "100005", the co-play pair matching processing unit 201 sets the player of the game device 1 with the game device identification ID "100004" and the player of the game device 1 with the game device identification ID "100005" as co-play players because these two matching requests are sent from adjacent game devices 1. Similarly, when the game device identification IDs included in the matching request are "100002" and "100005", the co-play pair matching processing unit 201 sets the player of the game device 1 with the game device identification ID "100002" and the player of the game device 1 with the game device identification ID "100005" as co-play players because these two matching requests are sent from opposing game devices 1.

[0145] According to such a configuration, since the co-op pair matching processing unit 201 does not need to determine the time information, the burden of the matching processing of the co-op pair matching processing unit 201 is reduced.

[0146] <Modification Example 3 of the First Embodiment> The battle game of this embodiment has a normal battle mode in which players battle alone and a co-op battle mode in which two or more players form a group and groups battle against each other. However, since the co-op battle mode requires two or more players, and considering the processing load on the server 2, the time and stores in which the co-op battle mode can be implemented may be limited.

[0147] <Second Embodiment> The first embodiment described an example of setting co-op pairs among the players of the game devices 1 installed in the same store. However, if co-op pairs can be set across stores with friends in remote locations, the enjoyment will increase even more. Therefore, in the second embodiment, an example of setting co-op pairs across stores will be described.

[0148] FIG. 25 is a diagram for explaining the second embodiment.

[0149] As shown in FIG. 25, the co-op pair setting unit 114 displays a co-op pair setting button using a matching code as a third matching method (FIG. 25(a)).

[0150] The first player and the second player who want to form a co-op pair press the co-op pair setting button using the matching code. Then, the co-op pair setting unit 114 transitions to a selection screen for issuing or inputting a matching code (FIG. 25(b)).

[0151] The first player and the second player who attempt to form a co-op pair are respectively in charge of the issuing side and the input side of the matching code. Here, it is assumed that the first player is in charge of the issuing side of the matching code and the second player is in charge of the input side of the matching code.

[0152] When the first player presses the matching code issuing button, the co-op pair setting unit 114 of the game device 1 of the first player transmits a matching code issuing request to the co-op pair matching processing unit 201 of the server 2. The matching code issuing request includes, in addition to the matching code issuing request, game device identification information (game device ID) and a player ID obtained from the player card. The co-op pair matching processing unit 201 of the server 2 issues a matching code and transmits it to the co-op pair setting unit 114 of the game device 1 of the first player. The issued matching code is a code (such as a character string) that can uniquely identify the first player without duplication within a predetermined time. The co-op pair setting unit 114 of the game device 1 of the first player displays the received matching code (123456) (Fig. 25(c)). The first player conveys the displayed matching code (123456) to the second player.

[0153] The second player who has been notified of the matching code presses the matching code input button. The co-op pair setting unit 114 of the game device 1 of the second player displays a matching code input screen (Fig. 25(d)). When the second player inputs the notified matching code (123456) and presses the determination button, the co-op pair setting unit 114 of the game device 1 of the second player transmits a matching request including the input matching code (123456) to the co-op pair matching processing unit 201 of the server 2. The matching request includes, in addition to the matching code (123456), game device identification information (game device ID) and a player ID obtained from the player card.

[0154] The co-op pair matching processing unit 201 of server 2 receives a matching request and collates the issued matching code (123456) with the received matching code (123456). When the matching codes match, it identifies the player ID of game device 1 associated with the matching code and sets the players with that player ID as a co-op pair. Then, the co-op pair matching processing unit 201 transmits co-op player information to game device 1 that issued the matching code request (matching code issuing side) and game device 1 that made the matching request (matching code input side). The co-op player information includes the player name specified from the player ID and the battleship set ID set by that player.

[0155] The co-op pair setting unit 114 of game devices 1 of the first player and the second player uses the received co-op player information to display the co-op player information (Figs. 25(e), (f)).

[0156] With such a configuration, players who are far apart can be set as a co-op pair across stores where game device 1 is installed.

[0157] <The Third Embodiment> The third embodiment of the present invention will be described.

[0158] In addition to the configuration of game device 1 in the first and second embodiments, the third embodiment has a privilege granting unit 116 added. Fig. 26 is a block diagram of game device 1 in the third embodiment.

[0159] The privilege granting unit 116 grants privileges to the player on the condition that a co-op battle mode battle has been executed. There are a first privilege and a second privilege as the privileges to be granted.

[0160] The first benefit is a benefit that is granted each time a battle is played in the cooperative battle mode. The first benefit may be an intangible or tangible item, but in this embodiment, it is an intangible item. When a battle in the cooperative battle mode ends, the benefit granting unit 116 grants the first benefit to each player of the cooperative pair. The granted benefit is stored in the player's reward information 215.

[0161] The second benefit is a benefit that can be obtained by using the first benefit. For example, the second benefit is a benefit that can be obtained by collecting 10 first benefits and using them. The second benefit may be either an intangible or tangible object, but in this embodiment, it is a tangible object. Examples of tangible objects are a pilot game card and a game card of a pilot's aircraft, which are game elements of the first type. The benefit providing unit 116 provides the game cards to the player in exchange for a predetermined number of the first benefit.

[0162] By configuring the game in this way, players are more likely to actively participate in battles in the joint battle mode, making the game more entertaining. In addition, since the joint battle mode requires two or more players, the number of players participating in the game also increases.

[0163] A part or all of the above-described embodiments may be described as, but is not limited to, the following supplementary notes.

[0164] [Appendix 1] A program for causing a game device configured by a computer to execute a competitive game, The computer, a game element registration means for registering a game element of a first player; a group setting means for setting the first player and the second player into a group; a game execution means for executing a competitive game between a first player and a competitive player by using game elements of the first player; During the execution of a battle game between the first player and an opponent player, support execution means for enabling the execution of support for the battle game by game elements of the second player on the condition of selection of support for the first player. A program for causing it to function.

[0165] [Appendix 2] The group setting means controls to enable selection of at least one or more group setting modes in which the method of setting a group between the first player and the second player is different. The program according to Appendix 1.

[0166] [Appendix 3] The group setting means sets the first player and the second player in a group on the condition that the first game device which is the execution device of the first player and the second game device which is the execution device of the second player are installed within the same store. The program according to Appendix 1 or Appendix 2.

[0167] [Appendix 4] The group setting means sets the first player and the second player in a group on the condition that a group setting request from the first game device and a group setting request from the second game device are made within a predetermined time. The program according to any one of Appendices 1 to 3.

[0168] [Appendix 5] The group setting means sets the first player and the second player in a group on the condition that the first game device and the second game device are installed adjacent to or facing each other. The program according to any one of Appendices 1 to 4.

[0169] [Appendix 6] The group setting means sets the first player and a non-player character in a group on the condition that it is impossible to set a group with the second player. The program according to any one of Appendices 1 to 5.

[0170] [Appendix 7] The group setting means, as the group setting mode, sets the first player and the non-player character in a group. The program according to any one of Appendices 1 to 6.

[0171] [Appendix 8] The group setting means, as the group setting mode, issues a temporary matching code from a first game device which is an execution device of the first player, and sets the first player and a second player of a second game device into which the matching code is input, in a group. The program according to any one of Appendices 1 to 7.

[0172] [Appendix 9] The support execution means executes any one of a plurality of support types on the condition of selection of support for the first player. The program according to any one of Appendices 1 to 8.

[0173] [Appendix 10] The plurality of support types differ depending on the type of game element set by the second player. The program according to any one of Appendices 1 to 9.

[0174] [Appendix 11] The support execution means restricts the execution of the support to a predetermined number of times or less. The program according to any one of Appendices 1 to 10.

[0175] [Appendix 12] Function the computer as a battle mode selection means that controllably selects a first battle mode in which the first player can execute a battle game alone, and a second battle mode in which the first player and the second player form a group and can execute a battle game. The program according to any one of Supplementary Note 1 to Supplementary Note 11.

[0176] [Supplementary Note 13] The battle mode selection means limits the time during which the second battle mode can be selected. The program according to any one of Supplementary Note 1 to Supplementary Note 12.

[0177] [Supplementary Note 14] Function the computer as matching means for matching the first player and the opponent player. The matching means matches a different opponent player from the opponent player of the second player as the opponent player of the first player. The program according to any one of Supplementary Note 1 to Supplementary Note 13.

[0178] [Supplementary Note 15] The matching means selects and matches the opponent player of the first player from the player who has selected the second battle mode. The program according to any one of Supplementary Note 1 to Supplementary Note 14.

[0179] [Supplementary Note 16] The matching means matches the first player and an opponent player corresponding to the level of the first player. The program according to any one of Supplementary Note 1 to Supplementary Note 15.

[0180] [Supplementary Note 17] The matching means When at least one of the level of the first player and the level of the second player is below a predetermined level, match a non-player character as the opponent player of the player below the predetermined level. When both the level of the first player and the level of the second player are above the predetermined level, match a real player as the opponent player of the first player and the second player. The program according to any one of Appendices 1 to 16.

[0181] [Appendix 18] Function the computer as privilege granting means for granting a first privilege on the condition that the computer has executed a battle game in the second battle mode, and for granting a second privilege different from the first privilege on the condition of using a plurality of the first privileges. The program according to any one of Appendices 1 to 17.

[0182] [Appendix 19] The first privilege is a virtual item. The second privilege is a physical item. The program according to any one of Appendices 1 to 18.

[0183] [Appendix 20] Game element registration means for registering game elements of a first player. Group setting means for setting the first player and a second player into a group. Game execution means for executing a battle game between the first player and a battle player by using the registered game elements of the first player. During execution of a battle game between the first player and a battle player, support execution means for enabling execution of support for the battle game by game elements of the second player on the condition of selection of support for the first player. A game device comprising the above.

[0184] The present invention has been described above by giving preferred embodiments, but the present invention is not necessarily limited to the above embodiments, and can be variously modified and implemented within the scope of its technical idea.

Explanation of Signs

[0185] 1 Game device 2 Server 10 Processing unit 11 Display unit 121 to 125 First game element reading unit 131-135 Second game element reading unit 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 Department 111 Unit Component 112 Game Execution Department 113 Battleship Settings Section 114 Team Pair Setting Department 115 Joint Struggle Request Execution Department 116 Benefits Granting Department 201 Collaborative pair matching processing unit 202 Player Matching Processing Unit 203 Management Department

Claims

1. A program for causing a game device configured by a computer to execute a battle game, causing the computer to, game element registration means for registering game elements of a first player, group setting means for setting the first player and a second player into a group, game execution means for executing a battle game between the first player and an opponent player using the registered game elements of the first player, support execution means for enabling execution of support for the battle game by the game elements of the second player on condition that selection of support for the first player is made during execution of the battle game between the first player and the opponent player, function as, the group setting means sets the first player and the second player into a group on condition that a first game device which is an execution device of the first player and a second game device which is an execution device of the second player are installed within the same store, a program.

2. the group setting means sets the first player and the second player into a group on condition that a request for group setting from the first game device and a request for group setting from the second game device are made within a predetermined time, The program according to claim 1.

3. the group setting means sets the first player and the second player into a group on condition that the first game device and the second game device are installed adjacent to or facing each other, The program according to claim 1 or claim 2.

4. the group setting means sets the first player and a non-player character into a group on condition that setting of a group with the second player is impossible, The program according to claim 3.

5. The group setting means issues a temporary matching code from the first game device which is the execution device of the first player, and sets the first player and the second player of the second game device into which the matching code has been input, into a group. The program according to claim 1.

6. The support execution means executes any one of a plurality of support types on the condition that support for the first player is selected. The program according to claim 1.

7. The plurality of support types differ depending on the type of game element set by the second player. The program according to claim 6.

8. The support execution means restricts the execution of the support to a predetermined number of times or less. The program according to claim 6.

9. The computer is made to function as a battle mode selection means for controllably selecting a first battle mode in which the first player can execute a battle game alone, and a second battle mode in which the first player and the second player form a group and can execute a battle game. The program according to claim 6.

10. The battle mode selection means restricts the time during which the second battle mode can be selected. The program according to claim 9.

11. The computer is made to function as a matching means for matching the first player and the battle player, and the matching means matches a battle player different from the battle player of the second player as the battle player of the first player. The program according to claim 9.

12. The matching means selects a battle player of the first player from the player who has selected the second battle mode and performs matching. The program according to claim 11.

13. The matching means matches the first player with a battle player corresponding to the level of the first player. The program according to claim 12.

14. The matching means When at least one of the levels of the first player and the second player is lower than a predetermined level, a non-player character is matched as a battle player for the player whose level is lower than the predetermined level. When both the level of the first player and the level of the second player exceed the predetermined level, an actual player is matched as a battle player for the first player and the second player. The program according to claim 13.

15. Function the computer as a privilege granting means that grants a first privilege on the condition that a battle game in the second battle mode has been executed, and grants a second privilege different from the first privilege on the condition that a plurality of the first privileges are used. The program according to claim 9.

16. The first privilege is a virtual item. The second privilege is a physical item. The program according to claim 15.

17. Game element registration means for registering game elements of a first player, Group setting means for setting the first player and the second player in a group, Game execution means for executing a battle game between the first player and a battle player using the registered game elements of the first player. During the execution of a battle game between the first player and an opponent player, support execution means for enabling the second player to execute support for the battle game by game elements of the second player on the condition that the first player selects support. Comprising: The group setting means sets the first player and the second player as a group on the condition that a first game device which is an execution device of the first player and a second game device which is an execution device of the second player are installed within the same store. Game device.

Citation Information

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