Program and game device

The program and game device enhance player interest in games by registering and presenting game elements, controlling movement operations, and providing advice information, effectively addressing the challenge of maintaining player engagement.

JP7693770B2Active Publication Date: 2025-06-18BANDAI CO LTD
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Patent Information

Application Number
JP2023182157
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2023-03-02
Filing Date
2023-10-23
Publication Date
2025-06-18
Estimated Expiration
2043-10-23

AI Technical Summary

Technical Problem

Existing games struggle to enhance player interest through effective advice presentation methods.

Method used

A program and game device that register and present game elements, control movement operations, and provide advice information from specific game elements, enhancing player engagement.

Benefits of technology

The solution effectively enhances player interest in the game by providing targeted advice and controlled gameplay elements, leading to a more engaging experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game which prevents the amusement from being reduced.MEANS FOR SOLVING THE PROBLEM: A program causes a computer to function as: game element registration means which registers a game element to be featured in a game; presentation means which presents the registered game element; game execution means which executes a game using the game element; operation object control means which sets the first type of game element as a movement operation object and does not set the second type of game element as the movement operation object in the presented game elements; and advice information provision means which provides advice information about the game from the second type of game element.SELECTED DRAWING: Figure 6
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Description

Technical Field

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

Background Art

[0002] There are games that provide advice as the game progresses. (For example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Depending on the method of presenting these advices, the interest of the player in the game can be enhanced.

[0005] Therefore, the present invention provides a program and a game device that provide a game that enhances the interest in the game.

Means for Solving the Problems

[0006] One aspect of the present invention is a program for causing a computer to execute a game, the program causing the computer to function as game element registration means for registering game elements to appear in the game, presentation means for presenting the registered game elements, game execution means for executing a game using the game elements, operation target control means for setting a first type of game element as a target of a movement operation and not setting a second type of game element as a target of the movement operation among the presented game elements, and advice information providing means for providing advice information regarding the game from the second type of game element.

[0007] One aspect of the present invention is a game device including: game element registration means for registering game elements to be presented in a game; presentation means for presenting the registered game elements; game execution means for executing a game using the game elements; operation target control means for designating game elements of a first type as targets for movement operations and not designating game elements of a second type as targets for movement operations among the presented game elements; and advice information providing means for providing advice information regarding the game from the game elements of the second type.

Advantages of the Invention

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

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] Embodiments of the present invention will be described.

[0011] <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 a communication line N and can communicate with each other. The communication line N means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), and other communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0012] The game device 1 is a computer capable of executing a game program, connects to the communication line N via a wireless communication base station or the like, and can perform data communication with the server 2. The game device 1 is, for example, a business-use game device (arcade game device), a smartphone, a mobile phone, a portable game device, a stationary home game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like. Basically, there are a plurality of game devices 1, which are operated by each player.

[0013] The server 2 is a server system including one or more server devices, a storage device, and the like. The server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for game operation, distribute a game program and data necessary for executing the game on the game device 1, and the like. Further, although details will be described later, when a player is identified when using the game device 1, that is, when the service of the battle game is provided in a state where it is identified which player it is, the server 2 updates the information for managing each player based on the usage content (game play history).

[0014] In this embodiment, with such a system configuration, a battle game among players who use a plurality of game devices 1 via a server 2 and a communication line N can be realized. However, it is not limited to a battle game between players (human-to-human), and also includes a case where one of the players is a non-player character provided by the server 2. Further, the game in which a play experience is provided in the game device 1 is not limited to a battle game between players, and may include a game configured for one person.

[0015] In the following embodiments, an example in which the present invention is applied to a game device that executes a battle game in which a screen with game elements arranged in a game field is displayed as an example of a game device 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 in a game field is displayed and the game progresses.

[0016] <Game Elements and Outline of Battle Game> In order to facilitate the understanding of the configuration and the like in the following embodiments, the game elements used in the battle game according to the present embodiment and the outline of the battle game will be described.

[0017] A plurality of types of game elements appear in the battle game according to the present embodiment. The game elements are characters (characters, vehicles, items, etc.), and are represented in the form of images, virtual or physical articles, 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.

[0018] First, the first type of game element in the present embodiment will be described.

[0019] The first type of game element is associated with an article having a physical volume. As an example of a tangible article, for example, it is a game card which is an article having a physical volume (real article). Note that the article is not limited to a game card, and is not limited to a game card as long as it is an article configured to be able to specify a game element associated with the article. The article may be, for example, a figurine or the like having the appearance of a game element.

[0020] In the present embodiment, a plurality of types of articles associated with the first type of game element are all game cards which are physical objects, and 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 apparatus 1. Whether a game card is associated with which game element can be specified by the 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 an IC chip for near field communication (NFC) included in the game card.

[0021] In the battle game, each player can use a plurality of game elements, and 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 a game element to appear in the game (used by the player).

[0022] In this embodiment, although there are multiple first-type game elements that a player can introduce into the game, mainly there are two, namely a first game element and a second game element. The first game element is a pilot, and the second game element is an aircraft that the pilot operates. Furthermore, each of the first game element of the first type and the second game element of the first type is divided into multiple types.

[0023] As types of the pilot, which is the first game element, for example, there are an attack type (first type) and a defense type (second type). The attack type mainly aims to attack the game elements of the opposing player and attacks the game elements of the opposing player without protecting the player's other game elements. The defense type mainly aims to defend the player's other game elements and attacks the game elements of the opposing player to protect the player's other game elements. Note that the types and their numbers are just examples and are not limited to these types and numbers. For example, an attack type that can only attack the X-type game elements of the opposing player, an attack type that can only attack the Y-type game elements of the opposing player, etc., may be provided with multiple types that can attack according to the types of the game elements of the opposing player.

[0024] As types of the aircraft, which is the second game element, for example, there are an attack type (first type) and a defense type (second type). The attack type mainly aims to attack the game elements of the opposing player and attacks the game elements of the opposing player without protecting the player's other game elements. The defense type mainly aims to defend the player's other game elements and attacks the game elements of the opposing player to protect the player's other game elements. As a further type, a range (attack) type (third type) according to the range (attack) distance of the weapon that the aircraft can use may be provided. For example, when the weapon that can be used is a long-range weapon, it is the long-range type, and when the weapon that can be used 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.

[0025] These types do not necessarily have a one-to-one correspondence between each game element and each type, and a one-to-many relationship is also acceptable. For example, the boarding aircraft, which is the second game element, may have two types: a defensive type and a long-range type. An aircraft with such types can attack game elements located far from the opposing player using long-range weapons in order to protect other game elements of the player.

[0026] In addition to the type and character information of the first game element or 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 that type. For example, if it is an attack type, it will have parameters specialized for attacks. These various parameters may be changed as the battle game progresses.

[0027] 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 game elements. For example, when a certain activation condition is met, it is an ability to increase the attack power against the game elements of the opposing player for a predetermined period. The activation of the ability can be either automatically activated when the activation condition is met or arbitrarily activated by the player's operation when the activation condition is met. Also, this ability can be either one that can only be activated once during the battle or one that can be activated multiple times. Also, even if it becomes impossible to battle (be defeated) due to an attack from the game elements of the opposing player after activating this ability, it is possible to return (transition) to a battleable state again after a predetermined time (transition time) has passed. Note that the transition time may be longer than the transition time of game elements that do not activate normal abilities.

[0028] FIG. 2 is a diagram showing an example of the 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 reader read the identification information and the like described on the game card P1, the game device 1 can acquire the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of the game card M1 when the second game element is a riding aircraft, its type is an attack type, and it has character information of an ability to crush (attack when an enemy unit within the lock-on range enters the attack range). By having the game element reader read the identification information and the like described on the game card M1, the game device 1 can acquire the character information and abilities of the game card M1.

[0029] Furthermore, in the battle game of this embodiment, a game element called a unit (hereinafter, may be described as a troop) appears. This unit is composed of a pilot, which is the first game element, and a riding aircraft, which is the second game element, and is configured by their combination. That is, the player can register a pilot in association with the riding aircraft as an element for operating the riding aircraft in the battle game. Thereby, the player can make a unit consisting of a riding aircraft and a pilot appear in the battle game.

[0030] 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 riding aircraft, which is the second game element. Furthermore, the unit has action characteristics that define (or limit the 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 (kind) of the pilot, which is the first game element as a component, or the type (kind) of the riding aircraft, which is the second game element.

[0031] When making the unit's behavior characteristics 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 unit's behavior characteristics 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.

[0032] Thus, when making the unit's behavior characteristics 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 make up 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's ability cannot be exerted. 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 can exert an ability that matches its behavior characteristics.

[0033] On the one hand, when making the behavior characteristics of a unit subordinate to 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 are such that, in order to defend other game elements of the player, it attacks the game elements of a distant opponent player using a weapon with a long range (attack distance). By doing so, a game with high strategicity can be provided to the player.

[0034] 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).

[0035] Next, the second type of game element will be described. 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 is not necessarily the case that, like the first type of game element, the association with a physical item such as a game card is excluded.

[0036] The second type of game element includes a first game element of the second type and a second game element of the second type. 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 a battleship or only a captain cannot be selected. However, it does not exclude the change of the combination.

[0037] The battleship, which is the first game element, has various parameters (attack power, defense power, etc.). And it becomes the target of attack by 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 the attack power and defense power do not change even if the battleship in the initially set battleship set is changed to another battleship set. However, it does not exclude changing the parameters of attack power and defense power in specific events and the like.

[0038] On the other hand, the captain, who is the second game element, provides advice information to the player on various game screens (departure screen, battle screen, etc.). However, the advice information is for production advice and does not provide strategic information that is advantageous for battles.

[0039] Also, the second type of game element is provided to the player as a combination (set) of the first game element (battleship) and the second game element (captain), and neither the first game element nor the second game element is provided alone, and it is assumed that the first game element (battleship) and the second game element (captain) cannot be freely combined.

[0040] 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 a 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 a player's movement.

[0041] Next, the outline of the battle game will be described. The battle game includes a first phase and a second phase. The first phase is the battleship setting phase, which is the phase for setting a set of battleships (the second type of game elements) to be used in the battle game. The second phase is the phase for registering various game cards (the first type of game elements), generating units, and conducting battles using those units.

[0042] 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).

[0043] 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 battleship set in the first phase is 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 battleship of the opponent player set in the first phase is also arranged. It should be noted that the battleships of the player and the opponent player are automatically arranged at predetermined positions and do not become the target of movement by the player. 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.

[0044] Therefore, each player needs to arrange units to perform a defensive action (interception action) to interfere with the attack action against the units of the opponent player who tries to perform an attack action on the base associated with himself / herself, or to control the attack action of the units to destroy the opponent player's base earlier than the opponent player's units.

[0045] 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 or the opponent's battleships attacking the base of the player's own base. Since the base of the opponent player is located in the second area 32 and the bases such as the opponent'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.

[0046] 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 the opponent player deploys a unit on the game field, the player is notified of what game elements (mounted 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 identifying the opponent player's units and actions.

[0047] <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.

[0048] The game device 1 includes a display unit 11 (display 11) on which information necessary for game progress such as menus and the game field are displayed, first game element readers 121 to 125 for registering a first game element (pilot) to appear in the battle game from a game card held by the player, and second game element readers 131 to 135 for registering a second game element (mounted aircraft) to appear in the battle game from a game card held by the player.

[0049] The first game element readers 121 to 125 are readers that read character information of a pilot, which is a first game element to be introduced into the game from a game card. Since the game device 1 of the present embodiment allows up to a maximum of 5 pilots to be registered as game elements to be used, five first game element readers 121 to 125 are installed. By setting (placing) the game card P of the pilot (first game element) to be introduced into the battle game from the game card held by the player on the first game element readers 121 to 125, the first game element readers 121 to 125 can read the identification information and the like of the game card of the pilot (first game element).

[0050] 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 be introduced into the game from a game card. Since the game device 1 of the present embodiment allows up to a maximum of 5 mounted aircraft to be registered as game elements to be used, five second game element readers 131 to 135 are installed. By setting (placing) the game card of the mounted aircraft (second game element) to be introduced into the battle game from the game card held by the player on the second game element readers 131 to 135, the second game element readers 131 to 135 can read the identification information and the like of the game card of the mounted aircraft (second game element).

[0051] Then, a battle game can be started by forming a maximum of 5 units (troops), which are game elements to be used, with one registered pilot and one mounted aircraft as a set. That is, for the unit (troop), the maximum number of mountable aircraft that can be registered is the same as the maximum number (upper limit number) of pilots that can be registered, and it is set to 5.

[0052] For example, when the player has just started using the game device 1 or when the player does not carry a game card, etc., if the number of game cards from which information can be obtained is less than the maximum number (upper limit number) of each of the aircraft and the pilot, 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, the game elements prepared on the game device 1 side may be additionally registered, and the maximum number of both the aircraft and the pilot may be registered, and five units of troops may be configured. Further, 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.

[0053] Also, in the present 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.

[0054] FIG. 6 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.

[0055] 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.

[0056] The processing unit 10 comprehensively controls the operation of the game device 1 based on the programs and data stored in the memory unit 19, the first game element reading unit 12, the second game element reading unit 13, and operation input signals from the operation input unit 14, etc. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. Specifically, the control unit 10 reads out the operation programs of each unit recorded in the recording unit 19, for example, and controls the operation of each unit by developing and executing the programs in memory. The processing unit 10 includes, as main functional units, a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a battleship set setting unit 113, and a captain advice providing unit 114. These units will be described later.

[0057] The display unit 11 displays various game screens based on the image signals output from the processing unit 10. The function of the display unit 11 can be realized by a display device such as a flat panel display such as a liquid crystal display, a projector, or a head-mounted display. In FIG. 5, the display unit 11 corresponds to the display 11.

[0058] As described above, the first game element reading units 121 to 125 are five first game element reading units, which are the upper limit of the number of registered first game elements, and are readers that read character information of pilots, which are the first game elements to be made to appear in the game, from the game cards held by the players. Reading of the first game elements from the game cards is possible, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information, etc. of the game card on the game card, and reading the one-dimensional or multi-dimensional code. In addition, when the identification information, etc. of the game card is recorded in a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with the reading unit ID (for example, reading unit ID=121, etc.), which is the identification information of the own device.

[0059] As described above, the second game element readers 131 to 135 are five second game element readers which are the upper limits of the number of registered second game elements, and are readers for reading character information of an aircraft, which is a second game element to be introduced into the game from a game card held by a 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. Further, when the identification information of the game card or the like is recorded in a tag or an 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 = 131, etc.).

[0060] 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 can be easily identified by 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 one side of the first game element readers 121 to 125 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 arranged adjacent to each other 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 combinations of the other first game element readers 122 to 125 and the second game element readers 132 to 135.

[0061] 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.

[0062] 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 or a corresponding coin of a predetermined amount 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.

[0063] 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.

[0064] 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.

[0065] The communication unit 18 is an interface for communicating 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 input information to be transmitted 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.

[0066] 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 the respective parts of the game device 1, information on parameters required for the operation of each part, and various graphics data used in the battle game executed by the game device 1.

[0067] In addition, 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, associated with an element ID (identification information) 191 that uniquely identifies the game element, drawing information 193 including graphics data used for screen generation when the game element appears in the game, and in addition to the name, attributes, etc. of the game element, parameter information (character information) 194 describing parameters determined for each element level of the game element, and ability information 195 describing activation conditions and effects to be activated. 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.

[0068] Furthermore, 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.

[0069] Next, the game element acquisition unit 110, the unit configuration unit 111, the game execution unit 112, the battleship set setting unit 113, and the captain advice providing unit 114, which are the main functional units of the processing unit 10, will be described.

[0070] 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, a 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.

[0071] The unit composition 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 pair and an aircraft to be boarded which is a second game element. The unit composition unit 111 identifies the first game element and the second game element forming a pair 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 composition unit 111 identifies the first game element and the second game element forming a pair by identifying the element ID 191 associated with each set of reading unit IDs. Then, the unit composition unit 111 constitutes 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 behavior characteristics of the unit are made to depend on at least one of the type (kind) of the pilot which is the first game element as a constituent element or the type (kind) of the aircraft to be boarded which is the second game element.

[0072] Furthermore, as the unit component 111, the abilities of the first game element or the second game element can be added as the unit's abilities. For example, when the aircraft carried by the second game element has an ability, the unit that includes the aircraft carried by the second game element as a component can have the ability of the aircraft carried by the second game element.

[0073] The game execution unit 112 controls a series of games (including the display of game images) from the start to the end of the battle game. 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 element of the second type of game element) 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.

[0074] The battleship set setting unit 113 is a unit that sets and manages the player's battleship set using the battleship information database 200 in which information on the configurable battleship sets is stored. The battleship information database 200 is stored in the recording medium 19. The battleship information database 200 is prepared for each battleship set (combination) of a battleship and a ship captain (for each identification information of the battleship set). FIG. 8 is a diagram showing an example of the battleship information database 200 of the battleship set 1 (battleship set identification information). In the example of FIG. 8, the battleship information database 200 of the battleship set 1 includes battleship identification information (battleship ID) 201 for identifying a 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, and defense parameters 208 of the battleship. Hereinafter, each information of the battleship information database 200 will be collectively referred to as battleship information. These battleship sets of battleships and ship captains can be obtained by rewards obtained by achieving game events, exchange with in-game currency, etc., and the battleship set identification information of the obtained battleship sets of battleships and ship captains is added to the reward information 215 described later.

[0075] The battleship set setting unit 113 sets the player's battleship set on the battleship set setting screen in the first phase different from the battle phase. The battleship sets configurable by the player are the battleship sets registered in the reward information 215. The battleship set setting unit 113 reads out the battleship information of the battleship sets (battleship sets owned by the player) registered in the reward information 215 from the battleship information database 200 and displays the battleship set setting screen. FIG. 9 is a diagram showing an example of the battleship set setting screen. On the battleship set setting screen of FIG. 9, the battleship set 1 of battleship A and ship captain X and the battleship set 2 of battleship B and ship captain Y are displayed. By selecting the battleship set to be set, the player can set the selected battleship set.

[0076] The Captain Advice Provision Unit 114 provides advice information using the captains of the set battleships. The advice information is provided by a monitor screen on which an image of the captain of the set battleships is shown at a position different from the position where the battleships of the set battleships are arranged. The Captain Advice Provision Unit 114 provides advice information from the captain by a monitor screen in a predetermined situation such as when the unit goes out to battle or during a battle. The Captain Advice Provision Unit 114 executes these advice provisions using the Captain Advice Information Database 300. The Captain Advice Information Database 300 is stored in the recording medium 19. And the Captain Advice Information Database 300 includes the provision timing for providing the captain advice and the advice information to be provided. FIG. 10 shows an example of the Captain Advice Information Database 300, in which each provision timing and the advice voice to be provided at that provision timing are stored. When there are a plurality of advice voices at one provision timing, the Captain Advice Provision Unit 114 selects and provides one advice voice from the plurality of advice voices by lottery, for example, with equal probability. Also, the Captain Advice Information Database 300 is commonly used among the captains of a plurality of battleship sets. In this way, since the captain advice is preset and commonly used among a plurality of captains, the advice provided by the Captain Advice Provision Unit 114 is an advice for production and is not strategic information for judging the battle situation and being advantageous in the battle. However, the voice of the advice may be changed in tone according to the gender and personality of the captain.

[0077] As an example of the advice information provided by the Captain Advice Providing Unit 114, an example of the advice information displayed on the setting screen and the battle screen will be described. FIG. 11 is a diagram showing an example of the provision of captain advice information on the unit formation screen. The example of FIG. 11 is a unit formation screen, and a monitor screen is displayed in the upper left of the screen on which units (five units) formed based on the game cards registered by the player are displayed, and Captain X set by the player is displayed on the monitor screen. Then, captain advice information of "Start preparing for sortie" is provided by the voice of Captain X. FIG. 12 is a diagram showing an example of the provision of captain advice information on the battle screen. The example of FIG. 12 is a battle screen in which the units and battleships of the player and the opponent player are arranged, a monitor screen is displayed in the upper left of the battle screen, and Captain X set by the player is displayed on the monitor screen. Then, captain advice information of "Start sortie" is provided by the voice of Captain X.

[0078] In addition, the Captain Advice Providing Unit 114 also has a different method of presenting each monitor screen from the normal advice presentation method. FIG. 13 is a diagram showing an example of the presentation method of captain advice. In the example of FIG. 13, first, a point of the same color as the monitor outer frame is displayed at the center of the monitor display position of the captain advice, and the point begins to stretch to the left and right, and at that time, the reproduction of a communication sound of "PiiPii" is started. Then, after stretching to the lengths at both ends of the monitor, it begins to expand vertically, and the advice voice "Transmit an order" begins to be reproduced. When it expands to the size of the monitor, the captain is displayed and the voice of "Sortie" is reproduced. On the other hand, the end of the captain advice information ends in the reverse order of the example shown in FIG. 13. By adopting such a dramatic presentation method, a realistic captain advice can be presented.

[0079] Next, the server 2 according to the present embodiment will be described. FIG. 14 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.

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

[0081] The matching processing unit 201 performs matching processing for the player-versus-player game (player-to-player battle) provided in the game system of the present embodiment. Through the matching processing, among the game devices 1 connected to the server 2, for example, a session is established for two game devices 1 that have transmitted matching requests during the same period, and the state transitions to a state where information communication related to the battle game is possible.

[0082] The management unit 202 manages the evaluation of the players related to the game based on the play content of the game played on the game device 1. More specifically, the management unit 202 evaluates the players based on the play content for each play of a battle game, and generates or updates the evaluation information of the player information related to the player, which will be described later.

[0083] 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 operations 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).

[0084] 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 this 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.

[0085] In this embodiment, the player information may include, for example, as shown in FIG. 15, 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) granted to the player, in association with the player ID 211 that identifies the player.

[0086] Here, the progress information 212 may include evaluation information for 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 ownership information 213 is configured by sequentially adding the element IDs 191 of game elements associated with game cards used by the player during game play, that is, game elements that are in a usable state by the player. The enhancement status information 214 may be configured to manage, as an element level as an index indicating parameters that have fluctuated due to enhancement, in association with the element ID 191 of at least a game element for which enhancement has been performed (changed from the initial state). In this 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, it may be updated according to information such as the growth result obtained due to the use of a function related to growth when the game device 1 is used. The reward information 215 includes information such as identification information of a battleship set acquired by the player due to an event in the game. Further, the reward information 215 also includes identification information of a set battleship set set as the battleship set that the player causes to appear in the game.

[0087] 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. Further, the communication unit 22, for example, receives information from an external device via the communication line N.

[0088] <Operation of the game device 1> The operation of the game device 1 will be described. FIG. 16 is an operation flowchart of the game device 1. In the following description, the maximum number of cards (upper limit number) that can be registered in the battle game is set to 5 for both the pilot card (first game element) and the aircraft carrier card (second game element).

[0089] When starting a battle game, the player inserts coins or equivalent tokens of a predetermined amount, which is the cost for 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).

[0090] 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 the progress information 212, possession information 213, enhancement status information 214, reward information 215, etc. associated with the player ID 211. These pieces of information are passed to the processing unit 10.

[0091] Subsequently, the game execution unit 112 determines whether the player selects the battleship set configuration screen (Step 103). When the battleship set configuration screen is selected (Step 104), the battleship set configuration unit 113 starts the battleship set configuration process (Step 105). The battleship set configuration process will be described later.

[0092] The game execution unit 112 displays a game element registration screen (Step 106). FIG. 12 is a diagram showing an example of the game element registration screen. In the game element registration screen of FIG. 13, 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) is completed and the set 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.

[0093] When the set completion button is pressed (Step 107), 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 108).

[0094] 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 109).

[0095] 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 110). For example, if the player sets (arranges) pilot cards on all of the first game element readers 121 to 125, the reader IDs are five, namely 121 to 125, and the maximum number (upper limit) of registrable elements has been reached.

[0096] 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 111). For example, if the player sets (arranges) boarding aircraft cards on all of the second game element readers 131 to 135, the reader IDs are five, namely 131 to 135, and the maximum number (upper limit) of registrable elements has been reached.

[0097] 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 112), 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 form one unit (unit) from the pilot, which is the first game element in a set, and the boarding aircraft, which is the second game element (Step 113).

[0098] If the number of registered first game elements or second game elements has not reached the maximum number of registrations (in this example, five) (Steps 110 and 111), the game execution unit 112 timely performs a process of replenishing game elements according to the player's level or the like (Step 115), and forms a unit (Step 113).

[0099] When the configuration of the unit is completed by the unit configuration unit 111, the game execution unit 112 starts the battle process (Step 114).

[0100] Next, the battleship set setting process will be described. FIG. 17 is a flowchart of the operation of the battleship set setting process.

[0101] The battleship set setting unit 113 reads out the identification information of the battleship set possessed by the player (including the identification information of the set battleship set) from the reward information 215, reads out the battleship information of that identification information from the battleship information database (Step 200), and displays the battleship set setting screen (Step 201). The battleship set setting screen is, for example, as shown in FIG. 9.

[0102] The battleship set setting unit 113 determines whether the player has changed the battleship set (set battleship set) that has already been set and selected a new battleship set to be set (Step 202). If there is a change in the set battleship set (Step 203), the battleship set setting unit 113 registers the selected battleship set as the set battleship set (Step 204).

[0103] Subsequently, the ship captain advice providing process will be described. FIG. 18 is a flowchart of the operation of the ship captain advice providing process.

[0104] The ship captain advice providing unit 114 reads out the providing timing and the advice voice from the ship captain advice information database 300 (Steps 300, 301). Then, it determines whether the current situation is the providing timing of the ship captain advice (Step 302).

[0105] When the current situation is the timing for providing the captain's advice (Step 303), the captain's advice providing unit 114 determines which advice voice to play (Step 304). When there are multiple advice voices (Step 305), the captain's advice providing unit 114 randomly selects the voice to play (Step 306). The captain's advice providing unit 114 outputs the selected advice voice in the voice (tone color) of the captain of the set battleship, and starts providing the captain's advice (Step 308). The method of presenting the captain's advice is as shown in FIG. 13.

[0106] During the provision of the captain's advice, the captain's advice providing unit 114 determines whether the player has selected to hide the captain's advice (Step 309). The selection to hide the captain's advice is, for example, the player's touch on the monitor screen of the captain's advice. When the selection to hide the captain's advice is made (Step 310), the captain's advice providing unit 114 hides the captain's advice (Step 311). Incidentally, even when the captain's advice is being provided, if the selection to hide is made, the playback of the advice voice is also stopped.

[0107] The captain's advice providing unit 114 determines the end of the provision of the captain's advice (Step 312). When the provision of the captain's advice ends (Step 313), the captain's advice providing unit 114 ends the captain's advice providing process (Step 314).

[0108] Incidentally, during the provision of the captain's advice, if there is other advice information such as other battle situation information, the captain's advice may be interrupted or stopped.

[0109] Thus, the description of the game operation ends.

[0110] In this embodiment, the battleship set (battleship, captain) preferred by the player can be made to appear in the game, and customization by the player is possible. Also, advice is provided from the captain preferred by the player. As a result, the interestingness of the game can be enhanced.

[0111] <Modification Example 1 of the First Embodiment> In the first embodiment, it is also possible not to allow the captain to give advice at a specific time within the game. For example, at the time immediately after the start of the game (e.g., for 10 seconds), and at a predetermined time until the end of the game (e.g., the remaining 30 seconds until the end), important notifications regarding the game are often given. On the other hand, since many captain's advices are for the purpose of production, in order to prioritize important notifications, it is also possible not to provide captain's advice during these periods.

[0112] <Modification Example 2 of the First Embodiment> The unit, which is a game element to be operated, may be made movable after the captain's advice for advising the start of the battle is provided. By doing so, the production effect of the advice will be enhanced.

[0113] <Second Embodiment> The second embodiment of the present invention will be described.

[0114] In the game, there is a game element called an operator that guides the game. For example, the operator guides the rules of the game, notifies events occurring during the game, the current battle situation, etc. In the battle game in this embodiment, there is also an operator. On the other hand, the captain, which is a second type of game element, is similar to the operator in that it provides advice. Therefore, the second embodiment will describe an example in which a part of the advice notified by the operator is provided from the captain, which is a second type of game element.

[0115] In the second embodiment, the captain's advice information database 301 and the operator's advice information database 400 are stored in the storage unit 19. FIG. 19 is a diagram showing an example of the captain's advice information database 301 and the operator's advice information database 400.

[0116] The captain advice information database 301 is the same as the above-described captain advice information database 300, but the winning probability of the provision timing is added. This probability is the probability that the captain provides the advice information on behalf of the operator when a certain provision timing is reached. The operator advice information database 400 is a database that stores the provision timing of the advice and the advice voice to be provided at that provision timing. The content of the provision timing of the operator advice information database 400 includes at least the provision timing of the captain advice information database 300.

[0117] Next, the advice information provision operation in the second embodiment will be described. FIG. 20 is a flowchart of the advice information provision operation in the second embodiment. The same operations as those in FIG. 18 of the first embodiment are denoted by the same reference numerals.

[0118] The game execution unit 112 reads the provision timing from the operator advice information database 400 (Step 400), and determines whether the current situation is the provision timing (Step 401). When the current situation is the provision timing (Step 402), the game execution unit 112 determines the identity between the provision timing of the captain advice information database 300 and the current provision timing (Step 403).

[0119] When the provision timing of the captain advice information database 300 is different from the current provision timing, the game execution unit 112 reads the advice voice of that provision timing from the operator advice information database 400, and provides the advice information by the operator (Step 408). On the other hand, when the provision timing of the captain advice information database 300 is the same as the current provision timing, the game execution unit 112 reads the winning probability of that provision timing from the captain advice information database 300 (Step 405). Then, the game execution unit 112 conducts a lottery based on the winning probability (Step 406).

[0120] When the lottery result is an advice from the operator, the game execution unit 112 reads out the advice voice at the provided timing from the operator advice information database 400 and provides the advice information from the operator (Step 408). On the other hand, when winning, the game execution unit 112 notifies the captain advice providing unit 114 of the provided timing, and the captain advice providing unit 114 determines which advice voice to play (Step 304). The subsequent processing is the same as that of the first embodiment.

[0121] FIG. 21 is a diagram showing an example in which the captain's advice is not won and the operator's advice is provided at the transition timing of the sortie formation screen. Even at the same provided timing, the advice from the captain shown in FIG. 11 and the advice from the operator shown in FIG. 21 have the same content of advice, but differ in the tone of the voice and the production of the advice.

[0122] The description of the operation of the game ends here.

[0123] The second embodiment provides two elements, the operator and the captain, as game elements for giving advice. By doing so, the production methods of providing advice can be increased, and the interest in the game can be enhanced without boring the players who play the game.

[0124] Some or all of the above embodiments are also described as follows in the appended claims, but are not limited thereto.

[0125] [Appended Claim 1] A program for causing a computer to execute a game, causing the computer to game element registration means for registering game elements to appear in the game, presentation means for presenting the registered game elements, game execution means for executing a game using the game elements, Of the game elements prompted, operation target control means that sets the first type of game element as the target of the movement operation and does not set the second type of game element as the target of the movement operation, Advice information providing means for providing advice information regarding the game from the second type of game element, A program that functions as

[0126] [Appendix 2] The second type of game element includes a first game element and a second game element, The advice information providing means provides the advice information from the second game element, The program according to Appendix 1.

[0127] [Appendix 3] The game includes a first phase and a second phase, The game element registration means enables the registration of the second type of game element in the first phase, The program according to Appendix 1 or Appendix 2.

[0128] [Appendix 4] The game element registration means, Can register the first type of game element from a physical object, Makes it impossible to register the second type of game element from a physical object, The program according to any one of Appendix 1 to Appendix 3.

[0129] [Appendix 5] The first game element of the second type of game element becomes the attack target of the game element of the opponent player, The program according to any one of Appendix 1 to Appendix 4.

[0130] [Appendix 6] The presentation means presents the first game element and the second game element at different positions. The program according to any one of Appendix 1 to Appendix 5.

[0131] [Appendix 7] The prompting means can be controlled so as not to prompt the second game element. The program according to any one of Appendices 1 to 6.

[0132] [Appendix 8] The advice information providing means provides advice information by at least one of voice information and image information. The program according to any one of Appendices 1 to 7.

[0133] [Appendix 9] The advice information providing means controls to provide image information with a delay after the start of providing voice information for the advice information. The program according to any one of Appendices 1 to 8.

[0134] [Appendix 10] The advice information providing means does not provide advice information from the second type of game element at a certain time after the start of the second phase and at a certain time before the end. The program according to any one of Appendices 1 to 9.

[0135] [Appendix 11] The advice information providing means provides different advice information according to the registered second type of game element. The program according to any one of Appendices 1 to 10.

[0136] [Appendix 12] The advice information is information that does not affect the outcome of the game. The program according to any one of Appendices 1 to 11.

[0137] [Appendix 13] The combination of the first game element of the second type of game element and the second game element of the second type of game element cannot be changed. The program according to any one of Appendices 1 to 12.

[0138] [Appendix 14] Even if the types of the second type of game elements are different, their attack power or defense power is the same. The program described in any one of Appendices 1 to 13.

[0139] [Appendix 15] During the provision of the advice information, when a predetermined event occurs, the advice information providing means interrupts or terminates the provision of the advice information. The program described in any one of Appendices 1 to 14.

[0140] [Appendix 16] The advice information providing means determines whether to provide advice information from the second game element according to the result of the lottery. The program described in any one of Appendices 1 to 15.

[0141] [Appendix 17] The advice information providing means conducts a lottery on whether to provide advice from either the second game element or a game element other than the second game element, and provides advice from the selected game element. The program described in any one of Appendices 1 to 16.

[0142] [Appendix 18] After the advice information providing means provides advice, the operation target control means enables the movement operation of the first type of game element. The program described in any one of Appendices 1 to 17.

[0143] [Appendix 19] Game element registration means for registering game elements to appear in the game; Presentation means for presenting the registered game elements; Game execution means for executing a game using the game elements; Among the presented game elements, operation target control means that targets the first type of game element for movement operation and does not target the second type of game element for movement operation; Advice information providing means for providing advice information regarding a game from game elements of a second type A game device comprising the same

[0144] As mentioned above, the present invention has been described with preferred embodiments, but the present invention is not necessarily limited to the above embodiments, and various modifications and implementations can be made within the scope of its technical idea

Explanation of reference numerals

[0145] 1 Game device 2 Server 10 Processing unit 11 Display unit 121 to 125 First game element reading unit 131 to 135 Second game element reading unit 14 Operation input unit 15 Cost detection unit 16 User information reading unit 17 Sound output unit 18 Communication unit 19 Storage unit 110 Game element acquisition unit 111 Unit configuration unit 112 Game execution unit 113 Battleship setting unit 114 Captain advice providing unit

Claims

1. A program for causing a computer to execute a game, causing the computer to game element registration means for registering game elements to appear in the game, presentation means for presenting the registered game elements, game execution means for executing a game using the game elements, operation target control means for making a first type of game element among the presented game elements a target of a movement operation and not making a second type of game element including a first game element and a second game element a target of a movement operation, advice information providing means for providing advice information regarding the game from the second game element of the second type of game element, functioning as, the presentation means presents the first game element and the second game element at different positions, program.

2. The game includes a first phase and a second phase, the game element registration means enables registration of the second type of game element in the first phase, The program according to claim 1.

3. The game element registration means enables registration of the first type of game element from a physical object, makes it impossible to register the second type of game element from a physical object, The program according to claim 2.

4. The first game element of the second type of game element becomes an attack target of the game elements of the opposing player, The program according to claim 3.

5. The presentation means can be controlled so as not to present the second game element, The program according to claim 1.

6. The advice information providing means provides advice information by at least one of voice information and image information. The program according to claim 1.

7. The advice information providing means controls to provide image information with a delay after the start of providing voice information for the advice information. The program according to claim 6.

8. The advice information providing means does not provide advice information from the second type of game element at a certain time after the start of the second phase and at a certain time before the end. The program according to claim 2.

9. The advice information providing means provides different advice information according to the registered second type of game element. The program according to claim 2.

10. The advice information is information that does not affect the victory or defeat of the game. The program according to claim 2.

11. The combination of the first game element of the second type of game element and the second game element of the second type of game element cannot be changed. The program according to claim 1.

12. Even if the types of the second type of game element are different, the attack power or defense power is the same. The program according to claim 2.

13. When a predetermined event occurs during the provision of the advice information, the advice information providing means interrupts or terminates the provision of the advice information. The program according to claim 2.

14. The advice information providing means determines whether to provide advice information from the second game element according to the result of the lottery. The program according to claim 2.

15. The advice information providing means performs a lottery to provide advice from either the second game element or a game element other than the second game element, and provides advice from the selected game element. The program according to claim 14.

16. After the advice information providing means provides advice, the operation target control means enables a moving operation of the first type of game element. The program according to claim 2.

17. A game element registration means for registering game elements to appear in the game; A presentation means for presenting the registered game elements; A game execution means for executing a game using the game elements; Among the presented game elements, an operation target control means that targets the first type of game element for a moving operation and does not target the second type of game element including the first game element and the second game element for a moving operation; Advice information providing means for providing advice information regarding the game from the second game element of the second type of game element; and The presentation means presents the first game element and the second game element at different positions. Game device.

Citation Information

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