Program and game device

The program and game device enhance gameplay by registering and utilizing diverse game elements on dynamically changing battle fields, ensuring a highly entertaining experience.

JP7721588B2Active Publication Date: 2025-08-12BANDAI CO LTD
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Patent Information

Application Number
JP2023035104
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-07
Publication Date
2025-08-12
Estimated Expiration
2043-03-07

AI Technical Summary

Technical Problem

Many game board changes do not effectively utilize players' game elements, leading to a loss of interest in the game.

Method used

A program and game device that register game elements, present a battle field, and execute a competitive game, where the battle field changes depending on the time of execution, allowing for strategic gameplay and utilization of diverse game elements.

Benefits of technology

Provides a highly entertaining game experience by enabling strategic gameplay and maximizing the use of diverse game elements, maintaining player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game of high amusement.MEANS FOR SOLVING THE PROBLEM: A program can execute a match game. A player is made to function as: registration means capable of registering a game element; match field presenting means presenting a match field to which the registered game element is movable; and game execution means which arranges the registered game element in the match field and executes the match game. The match field presenting means presents different match fields in accordance with an execution period of the match game.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 games that allow players to change the design of the game board (field) (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-301076 Summary of the Invention [Problem to be solved by the invention]

[0004] However, many of the changes to the game board (field) do not allow players to utilize the game elements they possess, which can result in players losing interest in the game.

[0005] Therefore, the present invention aims to provide a program and a game device that provide a highly entertaining game without losing its appeal. [Means for solving the problem]

[0006] One aspect of the present invention is a program capable of executing a competitive game, which functions as a registration means for registering game elements, a battle field presentation means for presenting a battle field onto which the registered game elements can move, and a game execution means for placing the registered game elements on the battle field and executing the competitive game, and the battle field presentation means presents a different battle field depending on the time when the competitive game is executed.

[0007] One aspect of the present invention is a game device comprising: registration means for registering game elements; battle field presentation means for presenting a battle field onto which the registered game elements can move; and game execution means for placing the registered game elements on the battle field and executing a battle game, wherein the battle field presentation means presents different battle fields depending on the time when the battle game is executed. [Effects of the Invention]

[0008] According to the present invention, a highly entertaining game can be provided. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and character information of the pilot type is attack type. [Figure 3] FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a ship and the type of the ship is attack-type character information. [Figure 4] FIG. 4 is a diagram showing an example of a game field in the battle game of this embodiment. [Figure 5] FIG. 5 is a front external view of the game device 1 according to the embodiment of the present invention. [Figure 6] FIG. 6 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention. [Figure 7] FIG. 7 is a diagram showing an example of the game element database 190. [Figure 8] FIG. 8 is a diagram showing an example of the terrain category rotation database 300. [Figure 9] FIG. 9 shows an example of the battle field databases 301, 302, and 303 prepared for each terrain category. [Figure 10]FIG. 10 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. [Figure 11] FIG. 11 is a diagram showing an example of the player database 211. [Figure 12] FIG. 12 is a flowchart showing the operation of the game device 1. [Figure 13] FIG. 13 is a flowchart showing the operation of the battle field determination process. [Figure 14] FIG. 14 is a diagram showing an example of the top page of the game device 1. [Figure 15] FIG. 15 is a diagram showing an example of information about the battle field. [Figure 16] FIG. 16 is a diagram showing an example of the game element registration screen. [Figure 17] FIG. 17 is a diagram showing an example of a method for displaying terrain suitability on the unit formation screen. [Figure 18] FIG. 18 is an example of a terrain category rotation database 300 to which the terrain category "random" has been added. [Figure 19] FIG. 19 is an example of a unit formation screen when the terrain category is "random." [Figure 20] FIG. 20 is a block diagram of the game device 1 according to the second embodiment. [Figure 21] FIG. 21 is a diagram showing an example of the top page of the game device 1 according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0010] An embodiment of the present invention will be described.

[0011] First Embodiment <Overall structure> FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in FIG. 1, the game system is configured to include 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 refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.

[0012] 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 is capable of performing data communication with the server 2. The game device 1 is, for example, an arcade game device, a smartphone, a mobile phone, a portable game device, a home-use game device, a personal computer, a tablet computer, a controller for a home-use game device, or the like. There are basically multiple game devices 1, and each is operated by a player.

[0013] 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. Furthermore, as will be described in detail later, when a player is identified when using the game device 1, that is, when a competitive game service is provided after the player has been identified, the server 2 updates the information managed about each player based on the usage details (game play history).

[0014] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 via the server 2 and communication line N, but is not limited to competitive games between players (humans) and also includes cases where one of the players is a non-player character provided by the server 2. Furthermore, games for which a play experience is provided on the game device 1 are not limited to competitive games between players and may include games configured for single player use.

[0015] In the following embodiments, the present invention is applied to an example of a game device that executes a competitive game in which a screen on which game elements are arranged on a game field is displayed, but the present invention can be applied to any device that can execute a game in which a screen on which game elements are arranged on a game field is displayed.

[0016] <Game elements and overview of the fighting game> To facilitate understanding of the configuration of the present embodiment, the following will describe game elements used in the fighting game according to the present embodiment and an overview of the fighting game.

[0017] The fighting game according to this embodiment features multiple types of game elements. The game elements are characters (characters, mounts, items, etc.) and are represented by embodied images, virtual or physical objects, etc. Images include still images and videos. An example of a virtual or physical object is a game card, which is an object (real object) with physical volume. Note that the object is not limited to a game card, but may be any object configured to identify a game element associated with the object. The object may also be a shaped object such as a figurine having the appearance of a game element, for example.

[0018] In this embodiment, the multiple types of items are all tangible game cards, and each type is described as being associated with one game element that appears in a competitive game that provides a play experience on the game device 1. The game element to which a game card is associated can be identified by a game element reading unit (described later) acquiring identification information (element ID) for identifying the game element attached to the game card. The identification information (element ID) may be added to the game card by, for example, printing a one-dimensional or multi-dimensional code obtained by converting the identification information for identifying the game element onto the game card, or by recording the identification information on a near field communication (NFC) tag or IC chip included in the game card, or by other methods.

[0019] In a competitive game, each player can use multiple game elements, and by obtaining information from a game card prior to the start of the game (before the sequence in which the game elements are actually operated to progress begins), the game elements associated with that game card can be registered as game elements to appear in the game (to be used by the player).

[0020] In this embodiment, there are multiple game elements that the player can introduce into the game, but there are mainly two: a first game element and a second game element. The first game element is the pilot, and the second game element is the aircraft operated by the pilot. Furthermore, each of the first game element and the second game element is divided into multiple types.

[0021] The types of pilots, which are the first game elements, include, for example, an attack type (first type) and a defense type (second type). The attack type is a type whose main purpose is to attack the opposing player's game elements, and attacks the opposing player's game elements without protecting the player's other game elements. The defense type is a type whose main purpose is to defend the player's other game elements, and attacks the opposing player's game elements in order to protect the player's other game elements. Note that the types and numbers are merely examples, and are not limited to these types and numbers. For example, there may be multiple attack types depending on the types of the opposing player's game elements, such as an attack type that can only attack X type of game elements of the opposing player and an attack type that can only attack Y type of game elements of the opposing player.

[0022] The types of the ship used as the second game element include, for example, an attack type (first type) and a defense type (second type). The attack type is a type whose main purpose is to attack the opposing player's game elements and attacks the opposing player's game elements without protecting the player's other game elements. The defense type is a type whose main purpose is to defend the player's other game elements and attacks the opposing player's game elements in order 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 can be used by the ship may be provided. For example, if the weapon that can be used is a long-range weapon, it is a long-range type, and if the weapon that can be used is a close-range weapon, it is a close-range type. Note that the types and numbers are merely examples and are not limited to these types and numbers.

[0023] These types do not necessarily correspond one-to-one to each game element, but may correspond one-to-many. For example, a ship, which is a second game element, may have two types: a defensive type and a long-range type. Ships of such types can attack game elements located far away from the opposing player using long-range weapons in order to protect the player's other game elements.

[0024] Furthermore, the first game element and the second game element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) appropriate for that type in addition to character information of the type or type of the first game element or the second game element. For example, an attack type has parameters specialized for attack. These various parameters may be changed as the battle game progresses.

[0025] Furthermore, some first game elements or second game elements have special abilities called abilities. These abilities are used to advance the game and strengthen game elements. For example, an ability can increase the attack power of an opposing player's game elements for a predetermined period of time when certain activation conditions are met. Abilities can be activated automatically when the activation conditions are met, or can be activated at the player's discretion when the activation conditions are met. Some abilities can be activated only once during a match, while others can be activated multiple times. Even if a player is rendered unable to compete (defeated) due to an attack from the opposing player's game elements after activating this ability, they can return to a competitive state (transition) after a predetermined time (transition time) has passed. This transition time may be longer than the transition time for a game element that does not normally activate an ability.

[0026] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and the character information is of an attack type. The game element reading unit reads the identification information and the like written on the game card P1, allowing the game device 1 to obtain the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a piloted unit and the character information is of an attack type and has the ability "crush" (attacks when a locked-on enemy unit enters the attack range). The game element reading unit reads the identification information and the like written on the game card M1, allowing the game device 1 to obtain the character information and abilities of the game card M1.

[0027] Furthermore, in the battle game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a squadron) appears. This unit is composed of a combination of a pilot, which is a first game element, and a mech, which is a second game element. In other words, a player can associate and register a pilot as an element that operates the mech in the battle game. This allows a player to have a unit, which is a pair of a mech and a pilot, appear in the battle game.

[0028] The capabilities of a unit can be, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the pilot's mecha, which is the second game element. Furthermore, the unit has behavioral characteristics that define (or restrict) what actions the unit can take in a battle of the fighting game. The behavioral characteristics of the unit are subordinate (dependent) to at least one of the constituent elements, the pilot's type (classification), which is the first game element, or the pilot's type (classification), which is the second game element.

[0029] If the behavioral characteristics of a unit are made dependent only on the type (type) of the pilot, which is the first game element, the type (type) of the aircraft they pilot is not reflected, and the behavioral characteristics reflect the type of the pilot. For example, if the type of pilot that makes up the unit is a defensive type and the type of aircraft that makes up the unit is an offensive type, the type of aircraft is not reflected, and the unit's behavioral characteristics are primarily intended to protect the player's game elements, with attacks on the opposing player's game elements being limited to protecting the player's other game elements. Furthermore, if the behavioral characteristics of a unit are made dependent only on the type (type) of the aircraft they pilot, which is the second game element, the type (type) of the pilot is not reflected, and the behavioral characteristics reflect the type of aircraft they pilot.

[0030] In this way, when a unit's behavioral characteristics are subordinated to only one type of game element, the player must consider the types of the pilot and the mech that make up the unit when selecting the pilot and mech that make up the unit. This is because the unit's abilities are, for example, the sum of the character information of the constituent game elements (pilot and mech), and if the wrong type is selected, the unit's abilities will not be exerted. On the other hand, if the types of the constituent game elements (pilot and mech) are selected appropriately, for example, if the pilot type and the mech type are the same defensive type, the unit will be able to exert abilities that match its behavioral characteristics.

[0031] On the other hand, making the unit's behavioral characteristics dependent on both the pilot type (type), which is the first game element, and the mech type (type), which is the second game element, is effective when the pilot type (type), which is the first game element, and the mech type (type), which is the second game element, are completely different. For example, the first game element may include an attack type and a defense type for the pilot, and the second game element may include a range (attack) type for the mech type. In such a case, the behavioral characteristics of a unit combining a defense type pilot and a long-range type mech will be such that the unit uses a long-range weapon to attack the opposing player's game elements at a distance in order to defend the player's other game elements. This makes it possible to provide players with a highly strategic game.

[0032] Furthermore, the terrain suitability of the first or second game element can be added as a unit's ability. Terrain suitability refers to the degree to which a unit is suited to the terrain of the battle field, which will be described later. The type of terrain suitability of the first or second game element varies depending on the type of first or second game element. For example, some types are suited to ground battles, while others are suited to aerial battles, such as in space. Thus, the type of first or second game element that is suited depends on the type of terrain of the battle field. In this embodiment, a case is described in which the aircraft piloted by the second game element has terrain suitability, but the pilot of the first game element may also have terrain suitability. Furthermore, in this embodiment, terrain suitability has four levels: terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C, in descending order of suitability. Furthermore, for a unit composed of a first game element and a second game element, the higher the terrain suitability of the second game element, the higher the unit's parameters will be during a battle on a battle field with that terrain (the more advantageous the battle will be). For example, terrain suitability S increases a parameter by 10 percent, terrain suitability A increases a parameter by 5 percent, terrain suitability B leaves the parameter unchanged, and terrain suitability C decreases the parameter by 5 percent.

[0033] Next, an outline of the competitive game will be explained.

[0034] The battle game of this embodiment progresses by deploying (placing) units (troops) registered for each player on a game field of a specified size, and performing movement and attack actions (the execution of these actions is accepted by the operation input unit described below).

[0035] FIG. 4 is a diagram showing an example of a game field in a battle game of this embodiment. In one aspect shown below, the game field includes a battle field 30. The battle field 30 includes a deployment unit area 31, a first area 32, and a second area 32. The deployment unit area 31 is where units that can be deployed (appear) are located. The first area 32 is the player's area, where the player's base or other bases (game elements) are located. The second area 33 is the opposing player's area, where the opposing player's base or other bases (game elements) are located. Other game elements include bases such as battleships that can move between areas. The player who destroys the opposing player's base (reduces its durability value to 0) as a result of an attack by one of his or her units wins the battle game.

[0036] Therefore, when an opposing player's unit attempts to attack the base associated with the player, each player must place units to intercept (defense) the attack, or control the attack of the units to destroy the opposing player's base faster than the opposing player's units.

[0037] Here, it is important to note that the areas in which a unit can move differ depending on its type. For example, if a unit is of defensive type, that unit is a unit for defending a base such as a player's base, and the player's base such as a base is located in the first area 31, and as a result, a defensive-type unit can only move within the first area 32. On the other hand, if a unit is of attack type, that unit is a unit for attacking an opposing player's base or a base such as an opposing player's battleship that is attacking the base of the opposing player's base, and the base of the opposing player's base is located in the second area 33, and the opposing player's battleship or other base can enter (be located in) the first area 32, and as a result, an attack-type unit can move within both the first area 32 and the second area 33.

[0038] Furthermore, there are multiple terrain categories for the battle field. For example, the terrain categories include space, which imitates outer space, ground, which imitates a city, and desert, which imitates a desert. Each area category includes at least one battle field. For example, the space category includes a space 1 battle field and a space 2 battle field. In this embodiment of the game, the terrain categories are rotated, for example, daily, weekly, or monthly, and one battle field 30 belonging to the terrain category on the day the game is played is selected and presented on the game field.

[0039] At the start of the battle game, information about the units registered by the opposing player is not known. Players can deploy each of their registered units onto the battle field 30 at any time after the start of the battle game, and the opposing player is notified of the game elements (aircraft and pilot) that make up that unit when the unit is deployed onto the battle field 30. This configuration makes it possible to provide players with the excitement of strategically developing the game while assessing the units and actions of the opposing player.

[0040] <Configuration of Game Device 1> FIG. 5 is a front external view of the game device 1 according to the embodiment of the present invention.

[0041] The game device 1 is equipped with a display unit 11 (display 11) that displays information necessary for progressing in the game, such as menus, and the game field, etc., first game element reading units 121 to 125 for registering a first game element (pilot) to appear in the competitive game from game cards held by the player, and second game element reading units 131 to 135 for registering a second game element (shipped aircraft) to appear in the competitive game from game cards held by the player.

[0042] The first game element reading units 121-125 are readers that read character information of pilots, which are first game elements to appear in the game, from game cards. The game device 1 of this embodiment is provided with five first game element reading units 121-125 so that up to (upper limit) five pilots can be registered as usable game elements. A player sets (places) a game card P of a pilot (first game element) to appear in the competitive game from among the game cards he or she owns on one of the first game element reading units 121-125, and the first game element reading units 121-125 can read identification information and the like of the game card of the pilot (first game element).

[0043] The second game element reading units 131-135 are readers that read character information of a boarded unit, which is a second game element to be made to appear in the game, from a game card. The game device 1 of this embodiment is provided with five second game element reading units 131-135 so that up to (upper limit) five boarded units can be registered as game elements to be used. A player sets (places) a game card of a boarded unit (second game element) to be made to appear in the battle game from among the game cards he owns in the second game element reading units 131-135, and the second game element reading units 131-135 can read identification information and the like of the game card of the boarded unit (second game element).

[0044] Players can then start a battle game by organizing up to five units (squads), which are game elements that consist of one registered pilot and one piloted aircraft. In other words, the maximum number of piloted aircraft that can be registered for a unit (squad) is the same as the maximum number of pilots that can be registered (upper limit), which is set to five.

[0045] Note that, for example, if the number of game cards from which information can be acquired is less than the maximum number (upper limit) of aircraft or pilots, such as when the player has just started using the game device 1 or when the player does not carry game cards, each of the game elements constituting a unit (squad) does not necessarily need to be registered based on information acquired from the game cards. In this case, game elements prepared on the game device 1 side may be additionally registered, and the maximum number of aircraft and pilots may be registered, forming a squad of five. Furthermore, in an aspect in which a concept such as cost is introduced into registration, the number of units (squads) to be registered may be set to a number less than the maximum number.

[0046] In addition, in this embodiment, 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 that make up one unit may be associated with multiple pilots for one aircraft, or one pilot for multiple aircraft.

[0047] FIG. 6 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.

[0048] 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 price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a memory unit 19.

[0049] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, operation input signals from the first game element reading unit 12, the second game element reading unit 13, and 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 GPU, an ASIC, and an IC memory. Specifically, the control unit 10 controls the operation of each unit by reading out the operation program of each unit recorded in the recording unit 19, for example, and expanding it into memory and executing it. 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, and a battle field presentation unit 113. These units will be described later.

[0050] The display unit 11 displays various game screens based on image signals output from the processing unit 10. The functions of the display unit 11 can be realized by a display device such as a flat panel display 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.

[0051] 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 first game elements to be made to appear in the game, from game cards held by players. Reading of first game elements from game cards is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the identification information, etc., of the game card, which is printed on the game card. Furthermore, if the identification information, etc. of the game card is recorded on 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 a reading unit ID (e.g., reading unit ID = 121), which is identification information of the device itself.

[0052] As described above, the second game element reading units 131 to 135 are five second game element reading units, 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 featured in the game, from the game card held by the player. Reading of the second game elements from the game card is possible, for example, by reading a one-dimensional or multidimensional code obtained by converting the identification information, etc., of the game card, which is printed on the game card. Also, if the identification information, etc. of the game card is recorded on 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 a reading unit ID (e.g., reading unit ID = 131), which is the identification information of the device itself.

[0053] A unit is composed of the first game element read by the first game element reading units 121-125 and the second game element read by the second game element reading units 131-135. As described above, one unit is a combination of a pilot, which is one first game element, and a plane, which is one second game element. Therefore, to make it easy for a player to identify the combination of the pilot, which is the first game element, and the plane, which is the second game element, that constitutes a unit, the first game element reading units 121-125 and the second game element reading units 131-135 are arranged so that at least one side of the paired first game element reading units 121-125 and one side of the paired second game element reading units 131-135 are adjacent to each other. For example, the bottom side of the first game element reading unit 121 and the top side of the second game element reading unit 131 are arranged adjacent to each other to form a vertical pair. This allows the player to easily understand that a unit is formed by pairing the pilot of the game card read by the first game element reading unit 121 with the aircraft on the game card read by the second game element reading unit 131. The same applies to the other combinations of the first game element reading units 122 to 125 and the second game element reading units 132 to 135.

[0054] The operation input unit 14 is used by 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 function of the operation input unit 14 can be realized by, for example, elements that are directly operated by the player's fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In this embodiment, this corresponds to a touch operation panel attached to the display unit 11.

[0055] The price detection unit 15 detects that a price has been paid in the game device 1. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent 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 the provision of a series of game play experiences, based on the payment of a price for starting the provision of the service. The payment of the price can also be detected after the provision of the service has started.

[0056] The user information reading unit 16 acquires information from an item on which a player ID (player identification information) is recorded in order to identify a player who uses the game device 1. In this embodiment, the item on which the player ID is recorded is a player card configured in the form of a card.

[0057] The sound output unit 17 is a speaker or the like for outputting sound effects and the like related to the game based on the sound signal output from the processing unit 10.

[0058] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to the external device via a communication line N (whether wired or wireless) and enable transmission and reception of data. The communication unit 18 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the server 2 via the communication line N. The communication unit 18 also receives information from the external device via, for example, the communication line N.

[0059] The recording medium 19 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The recording medium 19 stores operation programs for each unit of the game device 1, as well as information on parameters required for the operation of each unit and various graphics data used in the fighting game executed by the game device 1.

[0060] Furthermore, the recording medium 19 stores a game element database 190 (game element DB190). The game element DB 190 is a database that manages information (element information) about each game element that appears in a game. In the game device 1 of this embodiment, a player places a game card on the first game element reading units 121-125 and the second game element reading units 132-135 during game play, and causes the units to acquire information, thereby allowing the game element associated with the game card to appear in the game. 7, the element information managed for one game element includes type information 192 indicating the type in the game assigned to the game element, associated with element ID (identification information) 191 that uniquely identifies the game element, drawing information 193 including graphics data etc. used to generate a screen when the game element appears in the game, parameter information (character information) 194 describing the name, attributes etc. of the game element as well as parameters etc. determined for each element level of the game element, and terrain suitability information 195 describing activation conditions, activated effects etc. The parameter information 194 and terrain suitability information 195 are information referenced in the game in which the game element appears, and are involved in controlling the progress of the game.

[0061] In this embodiment, the game element DB 190 stores graphics data, parameter information, terrain suitability information, etc., and the element information includes these pieces of data, but the present invention is not limited to this. The element information may also include information indicating the storage location of each piece of information.

[0062] Next, the main functional units of the processing unit 10, namely, the game element acquisition unit 110, the unit configuration unit 111, the game execution unit 112, and the battle field presentation unit 113, will be described.

[0063] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121-125 and the second game element reading units 131-135. At this time, it also acquires reading unit IDs that identify the first game element reading units 121-125 and the second game element reading units 131-135 that read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 121-125 will be referred to as 121-125, and the reading unit IDs of the second game element reading units 131-135 will be referred to as 131-135). The game element acquisition unit 110 acquires, from the game element DB 190, type information 192, drawing information 193, parameter information 194, and terrain suitability 195 that are associated with the element ID 191 of the acquired game card. 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 terrain suitability 195, and outputs them to the unit configuration unit 111 and the game execution unit 112. The first game element reading units 121-125 and the game element acquisition unit 110 function as a first game element registration means. The second game element reading units 131-135 and the game element acquisition unit 110 function as a second game element registration means.

[0064] The unit configuration unit 111 receives the reading unit ID, element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition unit 110, and configures one unit (squad) from a pair of a pilot, which is a first game element, and a plane, which is a second game element. The unit configuration unit 111 identifies the pair of the first game element and the second game element from the reading unit ID. In this embodiment, combinations of reading unit IDs (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) correspond to the game elements that configure one unit. The unit configuration unit 111 identifies the first and second game elements to be paired by identifying the element ID 191 associated with each pair of reader IDs. The unit configuration unit 111 then configures a unit using the type information 192, drawing information 193, parameter information 194, and terrain suitability information 195 associated with the element ID 191. The unit's capabilities are, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the aircraft, which is the second game element. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level and correction parameters for each game element, may be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. The unit's behavioral characteristics are subordinated (dependent) to at least one of the pilot's type (type), which is the first game element, or the aircraft's type (type), which is the second game element, which are components of the unit.

[0065] Furthermore, the unit construction unit 111 can add the terrain suitability of the first game element or the second game element as a unit's ability. For example, if the boarding unit of the second game element has terrain suitability, a unit including the boarding unit of the second game element as a component can have the terrain suitability of the boarding unit of the second game element. The unit construction unit 111 uses the unit's terrain suitability information 195 to increase or decrease the unit's parameters according to the terrain category of the battle field. Then, before the battle, the unit presents the player with the terrain characteristics of each unit for the terrain category of the battle field. This is to allow the player to construct a unit suitable for the battle field. In this embodiment, terrain suitability has four levels: terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C, in descending order of suitability. The unit construction unit 111 then presents the terrain suitability of each constructed unit using one of terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C.

[0066] The game execution unit 112 controls the entire game (including the display of game images) from the start to the end of the competitive game, and starts the competitive game when the price detection unit 15 detects payment of the price. In the competitive game, units (units) configured by the unit configuration unit 111 are placed on the battle field, and the progress of the battle is controlled in accordance with operation inputs made by the player to the units. Furthermore, the game execution unit 112 uses various parameters of each unit in the battle to calculate attack and defense, determine whether the units are in a battle-ready or battle-unready state, and progresses the game.

[0067] The battle field presentation unit 113 presents the battle field. The battle field presentation unit 113 initially presents three terrain categories for the battle field. For example, there are three terrain categories: space, desert, and ground. The battle field presentation unit 113 presents the battle field by rotating these three terrain categories so that the same terrain category does not appear consecutively. The rotation method is performed using the terrain category rotation database 300.

[0068] FIG. 8 is a diagram showing an example of a terrain category rotation database 300. The terrain category rotation database 300 of FIG. 8 stores terrain categories in association with the periods during which the terrain categories are applied (presented). In this embodiment, terrain categories are rotated on a weekly basis so that the same terrain category does not appear consecutively. In the terrain category rotation database 300 of FIG. 8, a week is counted as a seven-day period beginning on Monday, the first day of the week, and ending on Sunday of that week. The terrain category is "space" in the first week, "desert" in the second week, "ground" in the third week, and then returns to "space" in the fourth week. However, depending on the operating day when the game device is first operated, the first week may be less than seven days. For example, if the first operating day of the game device is Friday, there are only three days until the final day, Sunday. Even in this case, the terrain category is rotated to the next terrain category starting from Monday of the following week. The battle field presentation unit 113 obtains the date when the game device first starts operation each day, and obtains the terrain category of the week to which the obtained date belongs from the terrain category rotation database 300. For example, if the obtained date is March 15th, xxxx, the terrain category "space" to which March 15th, xxxx belongs is obtained.

[0069] Once the terrain category of the battle field to be presented for a battle is determined, the battle field presentation unit 113 selects a battle field corresponding to the terrain category. There may be multiple battle fields with different content corresponding to a terrain category. For example, the terrain category "space" may have two different battle fields (space 1) and (space 2). The battle field presentation unit 113 manages each terrain category using a battle field database. FIG. 9 shows an example of the battle field databases 301, 302, and 303 prepared for each terrain category. In the example of FIG. 9, each battle field, an implementation flag, and image data of the battle field are stored in association with each other. The battle field presentation unit 113 selects a battle field to present in a battle game using each battle field database 301, 302, and 303. Specifically, when the terrain category of the battle field to be presented for a battle is "space," the battle field presentation unit 113 selects one battle field from the battle field database (space) 301 and presents it. The battle field database (universe) 301 contains two battle fields: (universe 1) and (universe 2). When a battle field with each implementation flag is presented, a flag of "1" is assigned to that field. The battle field presentation unit 113 sequentially checks the fields, starting with the field with implementation flag 1, until it finds a field with an implementation flag that does not have a flag of "1" assigned to both battle fields. The battle field presentation unit 113 selects a battle field that is different from the previous battle field with a flag of "1" assigned to it, so that the same battle field is not selected consecutively. In the example of the battle field database (universe) 301, the battle field presentation unit 113 does not have a flag of "1" assigned to the field with implementation flag 3, so it selects the battle field (universe 1) that did not have a flag of "1" assigned to it in the previous implementation flag 2, and assigns a flag of "1" to the field of the battle field (universe 1) with implementation flag 3. This prevents battle fields with the same content from being selected consecutively within the same terrain category.

[0070] Next, the server 2 according to this embodiment will be described. Fig. 10 is a block diagram showing the functional configuration of the server 2 according to this embodiment. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.

[0071] 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 matching processing unit 201 and a management unit 202.

[0072] The matching processing unit 201 performs matching processing for a competitive game (player-versus-player battle) between players provided in the game system of this embodiment. Through 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 the state transitions to one in which information communication related to the competitive game is possible.

[0073] The management unit 202 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 202 evaluates players based on the play content for each battle game play, and generates or updates evaluation information for player information related to the player, which will be described later.

[0074] The recording unit 21 is a recording device capable of holding data, such as a non-volatile memory or HDD. The recording unit 21 stores information such as parameters required for the operation of each block in addition to the operation program of each block held by the server 2. The recording unit 21 also stores a player database 210 (player DB210).

[0075] In the game system of this embodiment, the player DB 210 is a database that manages information (player information) indicating game usage status associated with each user (player) for a game for which a play experience is provided on the game device 1. The player information is information for managing the usage history of game play functions for each player and various game elements that are available to the player. The player information is sequentially updated according to the results of a game played using a player card on the game device 1, and is provided to the game device 1 when the player card is used again. This makes it possible for the game device 1 to provide game play that reflects the previous game play.

[0076] In this embodiment, the player information may include, for example, as shown in FIG. 11, progress status information 212 indicating the progress of the player's game play, ownership information 213 indicating game elements that are available for use in the game for the player, enhancement status information 214 indicating the enhancement status of each of the available game elements, and reward information 215 indicating the reward granted to the player (which may be another type of game element).

[0077] Here, the progress status information 212 may include evaluation information evaluating the player's playing status, in addition to progress information indicating the progress to a predetermined story stage and performance information indicating the player's performance in a competitive game. The possession information 213 is configured by sequentially adding element IDs 191 of game elements associated with game cards used by the player when playing the game, i.e., game elements available to the player. The strengthening status information 214 may be configured to manage element levels, as indicators of parameters that have changed as a result of strengthening, in association with the element IDs 191 of at least game elements that have been strengthened (changed from their initial state). In this embodiment, to facilitate understanding of the invention, the strengthening status information 214 is described as being updated when the results of a game played on the game device 1 are obtained. However, the strengthening status information 214 may be updated, for example, when information on the training results is obtained by using a training function on the game device 1.

[0078] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to the external device via a communication line N (whether wired or wireless) and transmit and receive data. The communication unit 22 converts, for example, information input as a transmission target, into data in a predetermined format and transmits the data to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from the external device via, for example, the communication line N.

[0079] <Operation of Game Device 1> The following describes the operation of the game device 1. Fig. 12 is a flowchart showing the operation of the game device 1. In the following description, the maximum number (upper limit) of cards that can be registered in the battle game is five for both pilot cards (first game element) and boarded aircraft cards (second game element).

[0080] When the game device 1 is operated, a battle field determination process is carried out (Step 100). Figure 13 is a flowchart of the operation of the battle field determination process. For the purpose of explaining a specific example, the terrain category rotation database 300 will be described as having the contents shown in Figure 8, and each of the battle field databases 301, 302, and 303 will be described as having the contents shown in Figure 9.

[0081] First, the battle field presentation unit 113 obtains today's working day (Step 200). In this example, the obtained working day is March 15th, xxxx year. The battle field presentation unit 113 determines the week to which the obtained working day belongs from the terrain category rotation database 300 (Step 201). In this example, the obtained working day is March 15th, xxxx year, so the week to which it belongs is the week of March 13th, xxxx year - March 19th, xxxx year. The battle field presentation unit 113 obtains the terrain category of the week to which the obtained working day belongs (Step 202). In this example, the week to which the working day belongs is March 13th, xxxx year - March 19th, xxxx year, so the terrain category is "space."

[0082] Next, the battle field presentation unit 113 acquires battle field information from the battle field databases 301, 302, and 303 for the acquired terrain category (Step 203). In this example, the terrain category is "space," so the battle field information is acquired from the battle field database (space) 301.

[0083] The battle field presentation unit 113 checks the fields of each implementation flag in the acquired battle field information and finds all fields for which the implementation flag is not set to "1" (Step 204). In this example, the implementation flag 3 field in the battle field database (space) 301 does not have the flag "1" set to it.

[0084] The battle field presentation unit 113 selects a battle field that did not have a flag "1" set in the previous battle field from among the battle fields corresponding to the implementation flag fields that do not have a flag "1" set (Step 205). In this example, the battle field (Space 1) is selected. Then, the battle field presentation unit 113 sets a flag "1" to the implementation flag field corresponding to the selected battle field from among the fields with the current implementation flag (Step 206).

[0085] The battle field presentation unit 113 presents today's battle field on the top page of the game device 1 (Step 207). FIG. 14 is a diagram showing an example of the top page of the game device 1. In the example of FIG. 14, today's battle field is presented as "Space 1." By presenting today's battle field in this way, the player can understand the terrain category of today's battle field and can construct units (game elements) that are appropriate for the terrain category.

[0086] Alternatively, a battle field information button may be provided on the top page of the game device 1, and by pressing this button, the battle field presentation unit 113 may present information on past, present, and future battle fields. FIG. 15 is a diagram showing an example of battle field information. In the example of FIG. 15, information on battle fields from last week, this week, and next week is presented. In this way, players can predict what kind of battle field will be used in the battle game and plan their battle schedules.

[0087] This concludes the explanation of the battle field determination process. Returning to the operational flowchart of FIG.

[0088] To start a competitive game, a player inserts coins of a predetermined amount or an equivalent coin as a fee for the service of the competitive game into an insertion slot of the game device 1. When the fee detection unit 15 detects the fee (Step 101), the game execution unit 112 starts the service of the competitive game (Step 102).

[0089] Next, the player has the user information reading unit 16 read the player card (Step 103). 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 status information 212, possession information 213, strengthening status information 214, reward information 215, etc. associated with the player ID 211. This information is passed to the processing unit 10.

[0090] The game execution unit 112 displays a game element registration screen (Step 104). FIG. 16 is a diagram showing an example of the game element registration screen. The game element registration screen of FIG. 16 displays a dialog box informing the player that up to five pilot cards and up to five aircraft mecha cards among the game cards owned by the player XXXX can be set (placed) in the first game element reading units 121-125 and the second game element reading units 131-135, and that the player should press the set completion button when the setting (placement) is complete. The player sets (places) the pilot cards of the pilots he / she wants to appear in the battle game among the game cards he / she owns in the first game element reading units 121-125, and sets (places) the aircraft mecha cards of the aircraft mecha cards he / she wants to appear in the battle game in the second game element reading units 131-135. Then, when the player has completed setting (placement) of the game cards, he / she presses the set completion button.

[0091] When the set completion button is pressed (Step 105), the first game element reading units 121-125 and the second game element reading units 131-135 read the element IDs printed on the game cards, and the read element IDs are output to the game element acquisition unit 110 together with the reading unit IDs of the first game element reading units 121-125 and the second game element reading units 131-135 (Step 106). The game element acquisition unit 110 acquires the element ID and reader ID of the set (placed) game card. Then, the game element acquisition unit 110 acquires type information 192, drawing information 193, parameter information 194, and terrain suitability information 195 associated with the element ID 191 of the acquired game card from the game element DB 190, associates the reader ID, element ID 191, type information 192, drawing information 193, parameter information 194, and terrain suitability information 195, and outputs them to the game execution unit 112 and the unit configuration unit 111 (Step 107).

[0092] The game execution unit 112 counts the number of reader IDs of the first game element reader IDs 121-125 among the reader IDs, and determines whether the maximum number (upper limit) of first game elements that can be registered has been reached (Step 108). For example, if the player sets (places) pilot cards in all of the first game element reader IDs 121-125, the number of reader IDs is five, 121-125, which has reached the maximum number (upper limit) that can be registered.

[0093] When the number of reader IDs of the first game element reader has reached the maximum number (upper limit) that can be registered, the game execution unit 112 counts the number of reader IDs of the second game element reader 131-135 among the reader IDs, and determines whether the maximum number (upper limit) of second game elements that can be registered has been reached (Step 109). For example, if the player sets (places) boarding unit cards in all of the second game element reader 131-135, the number of reader IDs will be five, 131-135, which has reached the maximum number (upper limit) that can be registered.

[0094] If the number of second game elements has reached the maximum number (upper limit) that can be registered, the game execution unit 112 displays a unit configuration approval button (Step 110), and once the player approves the unit configuration, the unit configuration unit 111 uses the reading unit ID, element ID 191, type information 192, drawing information 193, parameter information 194, and terrain suitability 195 obtained from the game element acquisition unit 110 to form a unit (squad) from a pair of a pilot, which is a first game element, and a piloted aircraft, which is a second game element (Step 111).

[0095] Furthermore, if the number of registered first game elements or second game elements has not reached the maximum number (5 in this example) (Step 108, Step 109), the game execution unit 112 performs a process of supplementing game elements according to the player's level, etc., as appropriate (Step 115), and forms a unit (Step 111).

[0096] When the unit configuration is complete, the unit configuration unit 111 displays the terrain suitability of each unit for the battle field (Step 112). Figure 17 is a diagram showing an example of how to display terrain suitability on the unit configuration screen. As shown in Figure 17, the terrain suitability and the parameter values that increase or decrease are displayed for each unit.

[0097] When the player approves the execution of the match (Step 113), the game execution unit 112 starts the match processing (Step 114). On the other hand, if the player selects to rebuild the unit, that is, to re-register the game card, the process returns to Step 104 and the game card re-registration processing is performed.

[0098] This concludes the explanation of the game operation.

[0099] In this embodiment, the terrain categories of the battle field used in the battle game are presented in a fixed rotation. This configuration allows the player to know the battle field when playing the game, and allows them to prepare game cards appropriate for that terrain category before entering the battle. Furthermore, the player has more fun selecting the combination of units to use in the game for each terrain category, which ultimately increases the enjoyment of the game.

[0100] <First Modification of the First Embodiment> In the first embodiment, an example has been described in which a unit consisting of a first game element and a second game element becomes a game element that is the main player in attack or defense. However, the present invention can also be applied to a game in which a single game element alone becomes the main player in attack or defense.

[0101] <Modification 2 of the First Embodiment> In the above-described embodiment, the terrain category of the battle field is fixed, but it is possible to change it by simply changing the order of the terrain categories in the terrain category rotation database 300.

[0102] <Third Modification of the First Embodiment> A new terrain category may be added. For example, an "underwater" terrain category that simulates an underwater environment such as the ocean may be added. In this case, the new terrain category and the period for which the terrain category applies are added to the terrain category rotation database 300, and a battle field database for the added terrain category is also added.

[0103] <Fourth Modification of the First Embodiment> It is also possible to increase the number of types of battle fields in the terrain category. In this case, a new battle field can be added to the battle field database without changing the terrain category rotation database 300. For example, to add a new battle field to the terrain category "Ground," simply add the data for the "Ground 3" battle field to the battle field database (Ground) 303. This allows the number of types of battle fields to be increased without changing the rotation.

[0104] <Fifth Modification of the First Embodiment> A "random" category may be added to the rotation of terrain categories to be presented, in which a specific terrain category is not specified and the terrain category is determined by lottery. Figure 18 shows an example of a terrain category rotation database 300 to which the "random" terrain category has been added.

[0105] If the operating day falls within the period for the terrain category "random," the battle field presentation unit 113 selects one terrain category by lottery from the existing terrain categories (space, desert, ground), and then selects one battle field by lottery from the battle field database for the selected terrain category.

[0106] In this case, the player is not notified of the selected terrain category or battle field until the battle begins. In other words, the terrain category, battle field, terrain suitability, etc. are unknown on the unit formation screen. Figure 19 is an example of a unit formation screen when the terrain category is "random." In the example of Figure 19, the player is not notified of the terrain category of the battle field, and the terrain suitability of each unit is displayed as an unknown "?". When the player presses the battle start button and the battle is approved, the battle field presentation unit 113 notifies the game execution unit 112 of the battle field to be applied, and the game execution unit 112 executes the battle game using that battle field.

[0107] By configuring in this way, unlike matches corresponding to predictable terrain categories, players can realize matches in terrain categories that they cannot predict, allowing players to enjoy both strategic matches that take into account terrain suitability and unpredictable, highly random matches.

[0108] <Second embodiment> A second embodiment of the present invention will now be described.

[0109] In the first embodiment described above, an example was explained in which the terrain suitability of units is set according to the terrain category, thereby affecting the progress of the game. However, beginners to the game often have few game cards (first and second game elements) and are unable to collect game cards (first and second game elements) that match the suitability of the terrain category, resulting in a lack of enjoyment of the battle game. Furthermore, for beginners, it is more important to understand the basic rules of the game than to consider the terrain of the battle field. Therefore, in the second embodiment, an example will be explained in which the battle field is changed in the same way as in the first embodiment, but a game mode is provided in which the terrain suitability for the terrain category of the battle field is not reflected in the game.

[0110] 20 is a block diagram of the game device 1 according to the second embodiment. The game device 1 according to the second embodiment includes a mode selection unit 114.

[0111] The battle mode selection unit 114 controls the selection between a first battle mode and a second battle mode. The first battle mode is a battle mode in which a unit is given a terrain suitability rating according to the terrain category, and the unit's parameters are increased or decreased. In other words, this is the battle content of the first embodiment described above. On the other hand, in the second battle mode, the terrain category differs depending on the battle date, but the terrain category does not affect the unit's parameters. In other words, units do not have a terrain suitability rating, and the unit's parameters do not increase or decrease regardless of the terrain category.

[0112] The battle mode selection unit 114 displays a top page of the game as shown in FIG. 21, and allows the player to select between the first battle mode and the second battle mode.

[0113] The player selects the battle mode they want to play and plays the battle game. When the second battle mode is selected, the unit composition unit 111 and the game execution unit 112 compose the units and play the battle without considering the terrain suitability of each unit.

[0114] By configuring the game in this way, even beginners or people with few game elements can enjoy the game.

[0115] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0116] [Appendix 1] A program capable of executing a fighting game, a registration means for registering game elements; a battle field display means for displaying a battle field on which the registered game elements can move; a game execution means for placing the registered game elements on the battle field and executing a battle game; It functions as the battle field presentation means presents a different battle field depending on the time when the battle game is executed; program.

[0117] [Appendix 2] the battle field presentation means changes the battle field on a daily, weekly, or monthly basis; The program described in Appendix 1.

[0118] [Appendix 3] the battle field display means displays a predetermined battle field on a daily, weekly, or monthly basis; 1. A program according to claim 1 or 2.

[0119] [Appendix 4] the battle field display means displays a plurality of battle fields in rotation on a daily, weekly, or monthly basis; 1. A program according to any one of appendices 1 to 3.

[0120] [Appendix 5] When the battle field is changed on a weekly basis, the battle field presentation means changes the battle field after one to seven days have elapsed in the first week. 1. A program according to any one of appendices 1 to 4.

[0121] [Appendix 6] the battle field presentation means adds a new battle field during rotation of a plurality of battle fields; 10. A program according to any one of appendices 1 to 5.

[0122] [Appendix 7] the battle field presentation means controls the battle field so that it cannot be changed by a player's operation; 10. A program according to any one of appendices 1 to 6.

[0123] [Appendix 8] the battle field presentation means presents information on battle fields that have been presented in the past, information on battle fields that are currently being presented, and information on battle fields that are scheduled to be presented in the future; 10. A program according to any one of appendices 1 to 7.

[0124] [Appendix 9] the field presentation means presents a battle field having different suitability for the game elements depending on a time when the battle game is executed. 10. A program according to any one of appendices 1 to 8.

[0125] [Appendix 10] the game execution means controls the progress of the battle game more advantageously as the suitability of the game elements for the battle field increases; 10. A program according to any one of appendices 1 to 9.

[0126] [Appendix 11] the competitive game includes a first phase and a second phase; the game execution means sets game elements to be used in the competitive game in the first phase, and executes the competitive game using the set game elements in the second phase; 11. A program according to any one of claims 1 to 10.

[0127] [Appendix 12] the game execution means presents suitability information indicating suitability between the presented battle field and the set game elements in the first phase or the second phase; 12. A program according to any one of appendices 1 to 11.

[0128] [Appendix 13] the battle field is a field that simulates at least one of space, ground, air, and underwater; 13. A program according to any one of appendices 1 to 12.

[0129] [Appendix 14] the competitive game includes at least a first competitive game in a first mode and a second competitive game in a second mode; the field presentation means presents information about a battle field to be presented in a battle game when the first mode or the second mode is selected; 14. A program according to any one of claims 1 to 13.

[0130] [Appendix 15] the game execution means controls, in the first fighting game, so that the suitability of the game elements to the fighting field does not affect the progress of the fighting game, and controls, in the second fighting game, so that the suitability of the game elements to the fighting field affects the progress of the fighting game; 15. A program according to any one of appendices 1 to 14.

[0131] [Appendix 16] a registration means for registering game elements; a battle field display means for displaying a battle field on which the registered game elements can move; a game execution means for placing the registered game elements on the battle field and executing a battle game; Equipped with the battle field presentation means presents a different battle field depending on the time when the battle game is executed; Game device.

[0132] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of symbols]

[0133] 1. Game device 2 Server 10 Processing section 11 Display section 121~125 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 Unit 111 Unit Component Section 112 Game Execution Department 113 Battle Field Display Section 114 Battle mode selection section

Claims

1. A program capable of executing a fighting game, a registration means for registering game elements to be used in a competitive game; a battle field display means for displaying one type of battle field from among a plurality of types of battle fields to which the registered game elements can move; a battle mode selection means for selecting between a first battle mode in which a battle game is executed by changing parameters of registered game elements in accordance with the type of battle field presented, and a second battle mode in which a battle game is executed without changing parameters of registered game elements regardless of the type of battle field presented; a parameter changing means for changing parameters of registered game elements based on the suitability of the registered game elements for the presented type of battle field when the first mode is selected; placing the registered game elements on the battle field and causing the device to function as a game execution means for executing a battle game; the battle field presentation means presents different types of battle fields in the battle game depending on the time when the battle game is executed; the mode selection means, in presenting a battle mode selection screen for selecting a battle mode, presents either a battle mode selection screen that discloses the type of battle field to be presented in the battle game or a battle mode selection screen that does not disclose the type of battle field to be presented in the battle game, depending on the time when the battle game is executed; program.

2. the battle field presentation means changes the type of the battle field on a daily, weekly, or monthly basis; The program according to claim 1.

3. the battle field presentation means presents a predetermined type of battle field on a daily, weekly, or monthly basis; The program according to claim 2.

4. the battle field display means displays a plurality of types of battle fields in rotation on a daily, weekly, or monthly basis; The program according to claim 3.

5. the battle field presentation means adds a new type of battle field during rotation of a plurality of types of battle fields; The program according to claim 4.

6. the battle field presentation means controls the type of the battle field so that it cannot be changed by an operation by a player; The program according to claim 4.

7. the battle field presentation means presents information on types of battle fields that have been presented in the past, information on types of battle fields that are currently being presented, and information on types of battle fields that are scheduled to be presented in the future; The program according to claim 4.

8. the parameter changing means changes the parameters of the registered game elements so that the higher the suitability of the registered game elements for the type of battle field, the more advantageous the progress of the battle game becomes; The program according to claim 1.

9. the competitive game includes a first phase and a second phase; the game execution means sets game elements to be used in the competitive game in the first phase, and executes the competitive game using the set game elements in the second phase; The program according to claim 8.

10. the game execution means presents suitability information indicating suitability between the presented battle field and the set game elements in the first phase or the second phase; The program according to claim 9.

11. the type of the battle field is a field simulating at least one of space, ground, air, and underwater; The program according to claim 1.

12. A registration means for registering game elements to be used in a competitive game; a battle field display means for displaying one type of battle field from among a plurality of types of battle fields to which the registered game elements can be moved; a battle mode selection means for selecting between a first battle mode in which a battle game is executed by changing parameters of registered game elements according to the type of battle field presented, and a second battle mode in which a battle game is executed without changing parameters of registered game elements regardless of the type of battle field presented; parameter changing means for changing parameters of registered game elements based on the suitability of the registered game elements for the presented type of battle field when the first mode is selected; a game execution means for placing the registered game elements on the battle field and executing a battle game; Equipped with the battle field presentation means presents different types of battle fields in the battle game depending on the time when the battle game is executed; the mode selection means, in presenting a battle mode selection screen for selecting a battle mode, presents either a battle mode selection screen that discloses the type of battle field to be presented in the battle game or a battle mode selection screen that does not disclose the type of battle field to be presented in the battle game, depending on the time when the battle game is executed; Game device.

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