Program, game device, and game progression method

The game device's count management and action control features address the prolonged gameplay issue by structuring player and opponent interactions, efficiently reducing HP and shortening game duration.

JP7800596B2Active Publication Date: 2026-01-16SEGA CORP
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Patent Information

Application Number
JP2024128602
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-05
Publication Date
2026-01-16
Estimated Expiration
2038-01-18

AI Technical Summary

Technical Problem

In conventional battle games, players with the attacking right face challenges in reducing the opposing player's HP due to the need to continuously attack within a time limit, often resulting in a prolonged gameplay duration as many defending characters are summoned before the attacking right is obtained.

Method used

A game device with count management, instruction reception, and action control mechanisms that manage time progress, receive player and opponent instructions, and execute actions based on these instructions during defined periods, allowing for efficient character interactions and HP reduction.

Benefits of technology

This approach significantly reduces the playing time of competitive games by enabling effective HP reduction through strategic character actions within structured time frames.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game device that can shorten a playing time of a competitive game in which a player plays against an opponent.SOLUTION: A game device includes: count management means for managing the progress of time in a game by a count value; instruction accepting means for accepting, by a player's operation, instructions to one or more player characters who act in the game according to the player's instructions; instruction receiving means for receiving instructions from an opponent to one or more opponent characters who act in the game according to the opponent's instructions; and action control means for making the player character act according to the instructions accepted from the player up to an instruction possible period and for making the opponent character act according to the opponent's instructions each time the instruction possible period represented by the count value has elapsed.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] Conventionally, there have been battle games in which the right to attack is transferred between players, and the player with the right to attack attacks the opponent player using cards in his / her deck within a time limit. In such conventional battle games, each player wins by repeatedly attacking and defending with characters summoned using cards, thereby eliminating the opponent player's HP (hit points) (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6179110 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned battle games, the player with the attacking right must continuously attack the opposing player within a time limit. Furthermore, the player with the attacking right cannot launch an attack that reduces the opposing player's HP unless the defending player defeats all of the defending characters already summoned. For this reason, in the above-mentioned battle games, many defending characters are often summoned before the opposing player receives the attacking right. Therefore, in conventional battle games, it is difficult to reduce the opposing player's HP, resulting in a long time until the winner is determined.

[0005] An object of the present invention is to provide a game device that can shorten the playing time of a competitive game in which a player plays against an opponent. [Means for solving the problem]

[0006] In order to solve the above problem, claim 1 of the present application is characterized in that it is a game device having: count management means for managing the progress of time in a game using a count value; instruction receiving means for receiving instructions from a player to one or more player characters who act in the game in accordance with the player's instructions, via player operation; instruction receiving means for receiving instructions from an opponent to one or more opponent characters who act in the game in accordance with the opponent's instructions; and action control means for, each time an instruction possible period represented by the count value has elapsed, making the player character act in accordance with the instructions received from the player during the instruction possible period, and making the opponent character act in accordance with the opponent's instructions. [Effects of the Invention]

[0007] According to the present invention, the playing time of a competitive game in which a player plays against an opponent can be reduced. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram illustrating an example of a configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a computer according to the present embodiment. [Figure 3] 1 is a diagram illustrating an example of a hardware configuration of a game device according to an embodiment of the present invention. [Figure 4] 1 is a functional block diagram of an example of a game system according to an embodiment of the present invention. [Figure 5] FIG. 10 is an image diagram of an example of a battle screen before an instruction-enabling period. [Figure 6] FIG. 10 is an image diagram of an example of a battle screen during an instruction possible period. [Figure 7] 10 is a flowchart illustrating an example of a processing procedure of a game according to the present embodiment. [Figure 8] FIG. 10 is a diagram illustrating an example of an instructionable period and an action time. [Figure 9]FIG. 10 is a diagram illustrating an example of a battle between a player character and an opponent character. [Figure 10] FIG. 10 is a diagram illustrating the consumption and redemption of SP. [Figure 11A] FIG. 1 is an image diagram (1 / 3) showing an example of a battle in a fighting game between a player and an opponent in chronological order. [Figure 11B] FIG. 2 is an image diagram (2 / 3) showing an example of a battle in a fighting game between a player and an opponent in chronological order. [Figure 11C] FIG. 3 is an image diagram (3 / 3) showing an example of a battle in a fighting game between a player and an opponent in chronological order. [Figure 12] FIG. 10 is an image diagram showing another example of a time series of a battle example of a fighting game between a player and an opponent. [Figure 13A] FIG. 10 is an image diagram (1 / 3) of another example showing a time series of an example battle in a fighting game between a player and an opponent. [Figure 13B] FIG. 10 is an image diagram (2 / 3) of another example showing a time series of an example battle in a fighting game between a player and an opponent. [Figure 13C] FIG. 10 is an image diagram (3 / 3) of another example showing a time series of an example battle in a fighting game between a player and an opponent. DETAILED DESCRIPTION OF THE INVENTION

[0009] Next, an embodiment of the present invention will be described in detail. [First embodiment] <System configuration> Fig. 1 is a configuration diagram of an example of a game system according to this embodiment. In the game system 1 of Fig. 1(A), a server device 10 is connected via a network 20 such as the Internet to a network 22 such as a LAN of a store 14 located in various locations, for example, an amusement facility. One or more game devices 12 are installed in each store 14. The game devices 12 are connected to the network 22 of the store 14.

[0010] The server device 10 manages information about games played on the game devices 12, information about players playing games on the game devices 12, etc. The server device 10 also matches players playing games with each other and connects multiple game devices 12. The game devices 12 are devices (game cabinets) on which players play games.

[0011] 1(A) is merely an example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 10 may be configured as a distributed system across multiple computers, or may be connected to a network 22 of a store 14. In addition, in the game system 1, the game device 12 may be connected to other game devices 12 without going through the server device 10. Furthermore, the game device 12 that allows a player to compete against a computer may be a standalone device as shown in FIG. 1(B).

[0012] <Hardware configuration> The server device 10 in Fig. 1 is realized by, for example, a computer having the hardware configuration shown in Fig. 2. Fig. 2 is a diagram showing an example of the hardware configuration of a computer according to this embodiment.

[0013] 2 includes an input device 501, an output device 502, an external I / F 503, a RAM 504, a ROM 505, a CPU 506, a communication I / F 507, and an HDD 508, all of which are interconnected by a bus B. The input device 501 and the output device 502 may be connected and used when necessary.

[0014] The input device 501 includes a touch panel, operation keys or buttons, a keyboard, a mouse, etc. used for input. The output device 502 includes a display such as an LCD or organic EL display for displaying a screen, and a speaker for outputting sound data such as voice or music. The communication I / F 507 is an interface for connecting the computer to the network 20. The HDD 508 is an example of a non-volatile storage device that stores programs and data. The computer may also use a drive device that uses flash memory as a storage medium (for example, a solid state drive (SSD)).

[0015] The external I / F 503 is an interface with an external device. The external device may be a recording medium 503a. This allows the computer 500 to read from and / or write to the recording medium 503a via the external I / F 503. The recording medium 503a may be a flexible disk, a CD, a DVD, an SD memory card, a USB memory, or the like.

[0016] The ROM 505 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The RAM 504 is an example of a volatile semiconductor memory (storage device) that temporarily retains programs and data. The CPU 506 is a computing device that reads programs and data from storage devices such as the ROM 505 and HDD 508 onto the RAM 504 and executes processing, thereby realizing control and functions of the entire computer. The server device 10 according to this embodiment can realize various processes by executing programs on a computer having the above-described hardware configuration.

[0017] Moreover, the game device 12 in Fig. 1 is realized by, for example, a hardware configuration as shown in Fig. 3. Fig. 3 is a diagram showing the hardware configuration of an example of a game device according to this embodiment.

[0018] The game device 12 includes a computer 650 that controls the entire device. The game device 12 also includes an operation unit 600, an image display unit 610, a sound unit 620, and an IO board 640 that are connected to the computer 650. The game device 12 also includes an IC card unit 660, a coin insertion unit 670, and a communication unit 680 that are connected to the computer 650.

[0019] The operation unit 600 is used by the player to operate the game. The image display unit 610 displays the game screen. The sound unit 620 includes, for example, an amplifier and a speaker, and outputs game sounds. Various types of lighting 630, such as cold cathode fluorescent lamps 631, fluorescent lights 632, and lamps 633, are connected to the IO board 640. For example, the lighting 630 is controlled to perform predetermined lighting and blinking operations as a presentation according to the game scene.

[0020] The game device 12 also has an IC card unit 660 and a coin insertion unit 670. The IC card unit 660 includes an IC card reader / writer 661 that reads and writes information from an IC card, which is an information storage medium. When a player holds an IC card over the IC card unit 660 to read IC card information such as an IC card ID, the game device 12 obtains player information linked to the IC card information from the server device 10. In this way, the game device 12 can identify the player playing the game.

[0021] The coin insertion unit 670 is an insertion mechanism into which a player inserts credits. The communication unit 680 is an interface that connects the game device 12 to the network 22. This allows the game device 12 to perform data communication via the communication unit 680.

[0022] The hardware configuration of the game device 12 in FIG. 3 is an example, and may be realized by a computer with the hardware configuration shown in FIG. 2, or may be a smartphone, a tablet terminal, a dedicated home game device, or the like.

[0023] <Software configuration> <Function Block> The software configuration of the game system 1 according to this embodiment will be described. Fig. 4 is a functional block diagram of an example of the game system according to this embodiment. Note that although the software configuration of the server device 10 is not shown in Fig. 4, it implements, for example, a player management unit, a player information storage unit, a matching control unit, and the like.

[0024] In addition, by executing the client program, the game device 12 realizes a game control unit 40, a game execution unit 42, a count management unit 44, a timing unit 46, an instruction reception unit 48, a character use point management unit 50, an instruction transmission / reception unit 52, an action control unit 54, a hit point management unit 56, and a display control unit 58.

[0025] The game control unit 40 of the game device 12 is notified of IC card information read by the IC card unit 660 from the IC card owned by the player, and credit information, which is information on the credits inserted into the coin insertion unit 670.

[0026] When the game control unit 40 is notified of the IC card information, it acquires player information linked to the notified IC card information from the server device 10 and identifies the player who will play the game. The game execution unit 42 controls the display of the game screen, the output of game sound, and the lighting / flashing operation of the lighting 630 to allow the player to play the game.

[0027] The count management unit 44 manages the count value of an indicator that shows the progress of time in the game. The timing unit 46 measures the timing (update time) for updating the count value. The instruction reception unit 48 receives various instructions from the player. For example, the instruction reception unit 48 receives instructions to a character (player character) used by the player in the game through player operation. The character use point management unit 50 manages points (hereinafter referred to as soul points: SP) consumed to give instructions to the player character.

[0028] The instruction transmitting / receiving unit 52 transmits and receives instruction information to and from the opponent's game device 12. For example, the instruction transmitting / receiving unit 52 receives, as instruction information, instructions for a character (opponent character) used by the opponent in the game from the opponent's game device 12. The instruction transmitting / receiving unit 52 also transmits instructions for the player character to the opponent's game device as instruction information.

[0029] When the instruction period (described later) has elapsed and the action time (described later) has begun, the action control unit 54 causes the player character to act in accordance with the instructions received from the player up to that instruction period, and causes the opponent character to act in accordance with the instruction information of the opponent. When the player character and the opponent character have finished their actions, the count management unit 44 updates the count value to the next. Note that the count value may be updated by either a count-up method or a count-down method.

[0030] The hit point management unit 56 manages the points (hereinafter referred to as hit points: HP) of the player and opponent to determine the outcome of the game. The display control unit 58 controls the screen display of the game device 12 as the game progresses.

[0031] <Processing> Game Overview Next, to facilitate understanding of this embodiment, an overview of the game according to this embodiment will be described with reference to an example battle screen of the game according to this embodiment. FIG. 5 is an image diagram of an example battle screen before the instruction possible period. An area 100 enclosed by a dotted line on the lower side of the screen in FIG. 5 is the standby UI area for the player character. An area 110 enclosed by a dotted line on the upper side of the screen in FIG. 5 is the standby UI area for the opponent character.

[0032] The battle screen in Fig. 5 shows an example in which there are four player characters and four opponent characters. The standby UI area for the player characters in Fig. 5 includes a character model display field 101 for each player character, a hand display field 102, a draw button 103, and an equipped card display field 104. Each player character is associated with a card deck consisting of a stack of multiple cards.

[0033] The character model display field 101 displays the player character selected by the player. The hand display field 102 displays the hand that the player can select and use. The draw button 103 is a button that can be pressed when the player is in a state where they can draw a card from the card deck, and by pressing the button, the card drawn from the card deck is additionally displayed in the hand display field 102 as a hand. The equipped card display field 104 displays the card that the player selected and used from the hand display field 102 as an equipped card. As will be described in detail later, a player character whose equipped card is displayed in the equipped card display field 104 can receive instructions from the player for an action corresponding to the equipped card without consuming SP again.

[0034] The player can select and use the cards displayed in the hand display field 102 to instruct the player character to act in accordance with the cards (such as sortie, spell casting, or item use). The standby UI area of ​​the player character that has received an action instruction from the player displays the current situation (sortie, spell casting, etc.) and the countdown until the current situation ends.

[0035] The cards shown in Figure 5, which are drawn from the deck, have the SP consumed to use the card, as well as speed, attack power, and defense power, all of which are represented numerically. The number displayed at the top of the card is SP, the number displayed at the bottom left is attack power, the number displayed at the bottom right is defense power, and the number displayed above the defense power is speed.

[0036] 5, the standby UI area for the opponent character is also displayed as in area 110. Therefore, the player can check information such as the opponent character selected by the opponent, the number of cards in their hand, whether or not they are equipped with cards, etc.

[0037] FIG. 6 is an image diagram of an example of a battle screen during an instruction period. An HP display field 121 at the top of the screen in FIG. 6 displays the player's HP. An HP display field 122 displays the opponent's HP. In the game according to this embodiment, as will be described later, the opponent's HP can be reduced by attacking the opponent, and the player's HP also decreases when attacked by the opponent. The player wins the game by reducing the opponent's HP to "0" before the player's HP reaches "0", and loses the game if the player's HP reaches "0" before the opponent's HP reaches "0". An HP bar display field 123 displays the player's HP in bar form. An HP bar display field 124 displays the opponent's HP in bar form.

[0038] The count display field 125 displays the count value of an indicator that indicates the progress of time in the game, as well as the timing (update time) at which the count value is updated. The count display field 125 in FIG. 6 visually represents the count value update time with a timer that completes one cycle every four seconds. As will be described later, the count value update time is reset to the initial time (0 seconds) when an instruction is given to the player character or opponent character. In this embodiment, when the count value update time reaches four seconds, the instruction period for that count value ends, and the game transitions to the next count value after the actions of the player character and opponent character are displayed on the battle screen. For example, the game starts with a count value of 40 and ends when the count value reaches zero. The count display field 125 in FIG. 6 also displays an icon in the center indicating the current time period (morning, afternoon, evening, night, etc.) and the remaining count value until the time period changes.

[0039] The opponent model display field 126 displays the opponent model. Lanes 127 are generated by the entry of a player character or opponent character who has received instructions for an action according to their hand. For example, up to five lanes 127 are generated on the battle screen of FIG. 6. The battle screen of FIG. 6 shows an example of a lane 127 made up of five squares.

[0040] A player character or opponent character entered on lane 127 moves forward on lane 127, for example, by one square per count value. In the game according to this embodiment, the initial placement square on lane 127 can be changed based on the speed of the player character or opponent character, thereby varying the time from entry to attack or magic activation. A player character that enters lane 127 before an opponent character becomes the attacking character. A player character that enters lane 127 after an opponent character becomes the defending character.

[0041] The SP display field 128 displays the current remaining number of SPs owned by the player in numbers, and also displays the maximum number of SPs and the current remaining number (maximum number of SPs - number currently in use) in an SP gauge. The card stock display field 129 displays the number of cards that the player can draw from the card deck by pressing the draw button 103 shown in FIG. 5. The card stock display field 129 may also show the count number until the card stock is restored by, for example, displaying an icon. The player model display field 130 displays the model of the player. The special move gauge display field 131 displays the count value until a special move can be used.

[0042] Battle Processing 7 is a flowchart illustrating an example of a processing procedure for a game according to this embodiment. In step S10, the count management unit 44 of the game device 12 sets an initial value for the count value to, for example, "40." The timing unit 46 starts timing the update time (for example, 4 seconds) that is the timing for updating the count value. The game device 12 repeats the processing of steps S11 to S15 until it determines in step S11 that the instruction-enabled period has elapsed.

[0043] When an operation by the player or the opponent is accepted in step S12, the game device 12 proceeds to step S13 and performs processing according to the accepted operation. In step S14, it is determined whether the operation accepted in step S12 is an operation (instruction) to the player character or the opponent character.

[0044] If the operation accepted in step S12 is not an operation for the player character or the opponent character, the game device 12 returns to step S11 and continues the process. If the operation accepted in step S12 is an operation for the player character or the opponent character, the timing unit 46 proceeds to step S15 and resets the update time of the instruction possible period to the initial time (0 seconds).

[0045] When the instruction allowable period has elapsed (counting of the update time has ended) without the game device 12 receiving an operation for the player character or the opponent character through the processing of steps S11 to S15, the game device 12 proceeds to the processing of step S16. When the instruction allowable period has elapsed and the action time has begun in step S16, the action control unit 54 causes the player character to act in accordance with the instructions received from the player up until the instruction allowable period, and causes the opponent character to act in accordance with the instructions of the opponent.

[0046] Proceeding to step S17, the count management unit 44 determines whether the counter value is "1." If the counter value is not "1," the process proceeds to step S18, where the count management unit 44 subtracts "1" from the current counter value and causes the timing unit 46 to return the update time of the instruction possible period to the initial value (0 seconds), and then returns to step S11 to continue processing. If the counter value is "1," the count management unit 44 ends the game because the count value has transitioned from 40 to 0.

[0047] In the game according to this embodiment, the instruction period and action time are repeated, for example, as shown in Fig. 8. Fig. 8 is a diagram illustrating an example of the instruction period and action time. The first count (40 count value) shown in Fig. 8 shows an example in which an operation for the player character or the opponent character is accepted once before the instruction period has elapsed, and then the instruction period has elapsed without accepting any operation for the player character or the opponent character.

[0048] When the instruction possible period of the first count has elapsed, the action time begins, and the player character or the opponent character is made to act according to the instruction received from the player or the opponent during the instruction possible period of the first count.

[0049] The second count (39 count value) shown in Figure 8 after the action time following the first count has ended shows an example in which three operations for the player character or the opponent character were accepted before the instruction period elapsed, and then the instruction period elapsed without accepting any operations for the player character or the opponent character. The passage of the instruction period for the second count triggers a transition to the action period, in which the player character or the opponent character acts according to the instructions accepted from the player or the opponent during the instruction period for the first and second counts. This cycle of instruction period and action time is repeated, for example, from the 40 count value to the 1 count value.

[0050] 9 is a diagram illustrating an example of a battle between a player character and an opponent character, in which the player character enters lane 127 as the attacking character.

[0051] FIG. 9(A) shows a battle between a player character (attack power 3, defense power 3) and an opponent character (attack power 3, defense power 3). In an attack from the player character to the opponent character, the attack of the player character with an attack power of "3" reduces the opponent character's defense power of "3" to "0", and the opponent character is defeated. In addition, in a counterattack from the opponent character to the player character, the attack of the opponent character with an attack power of "3" reduces the player character's defense power of "3" to "0", and the player character is defeated. In this way, in FIG. 9(A), both characters are defeated, so the opponent's HP cannot be reduced.

[0052] Figure 9(B) shows a battle between a player character (attack power 1, defense power 3) and an opponent character (attack power 3, defense power 3), in which the player character is defeated and the opponent's HP cannot be reduced.

[0053] Figure 9(C) shows a battle between the player character (attack power 3, defense power 3) and the opponent character (attack power 1, defense power 1). Because the opponent character is defeated, the player character is able to attack the opponent's HP, reducing the opponent's HP by a value equivalent to the player character's attack power of "3".

[0054] In the game according to this embodiment, when an attacking player character or opponent character defeats a defending player character or opponent character, the HP of the defending player or opponent can be reduced. Note that, in the game according to this embodiment, battles cannot be conducted in different lanes 127, and therefore damage to the HP of the defending player or opponent cannot be avoided even if a defending player character or opponent character remains in another lane 127. In this way, in the game according to this embodiment, if a defending player character or opponent character entered in the same lane 127 is defeated, damage to the HP of the defending player or opponent can be inflicted regardless of the status of entry in other lanes 127, thereby shortening the play time.

[0055] FIG. 10 is a diagram explaining the consumption and return of SP. In FIG. 10(A), the player did not give any instructions to the player character at the first count, so the player's remaining SP (possessed SP) remains at "6." Note that possessed SP is consumed as a cost for using cards. If possessed SP remains, the player can use multiple cards during the same count.

[0056] In Figure 10(B), the player uses a card with SP "4" on the second count, causing their possessed SP to decrease from "6" to "2." In Figure 10(C), the player uses a card with SP "2" on the third count, causing their possessed SP to decrease from "2" to "0." In Figure 10(D), the player destroys a card with SP "2" on the fourth count, causing the SP "2" consumed as the cost of using that card to be refunded, resulting in their possessed SP increasing from "0" to "2." In this way, the SP consumed as the cost of using a card is fully refunded to the possessed SP after the card is destroyed, or after the spell or item used with that card has finished being activated.

[0057] In this way, the SP consumed as the cost of using a card will not be returned to the possessed SP unless the card is destroyed, so it is possible to adopt a strategy such as deliberately leaving a high-cost opponent character rather than destroying it, thereby constraining SP and gaining an advantage in the game. Note that the maximum SP value may be increased, for example, each time a predetermined count value is reached.

[0058] <<Example of a battle>> An example of a battle in a fighting game between a player and an opponent will be described below with reference to the drawings. Figures 11A to 11C are image diagrams showing an example of a battle in a fighting game between a player and an opponent in chronological order.

[0059] In Figure 11A(a), the player character (attack power 3, defense power 1) is entered as an attacker in the middle lane and dispatches himself. After the player character in Figure 11A(a) dispatches, the opponent takes measures to defend against the player character's attack as shown in Figure 11A(b). In Figure 11A(b), the opponent enters an opponent character (attack power 6, defense power 6) as a defender in the middle lane, dispatches it, and waits for the player character to arrive.

[0060] If the player does not respond in the situation shown in Figure 11A(b), the player's character will reduce the opponent's defensive power by "3" in the battle in the middle lane, but will still be defeated by the opponent's character. Therefore, the player may take the following action, for example.

[0061] Figure 11B(c) shows a situation in which the player's SP is "6" and one of the player characters has an attack power enhancement item in their hand with an SP of "3" that increases the attack power of another player character by "+3". The player then performs an operation to use the attack power enhancement item in their hand that increases the attack power of another player character by "+3". Figure 11B(d) shows an example of a presentation screen when an attack power enhancement item is used.

[0062] In Figure 11C(e), an attack power enhancement item is used on the player character deployed in the middle lane, and the attack power of the player character deployed in the middle lane is enhanced from 3 to 6. If the situation in Figure 11C(e) remained the same, the battle in the middle lane would end in a draw.

[0063] Furthermore, Figure 11C(f) is an example of a presentation screen when the equipped card of the player character deployed in the center lane has the ability "First Attack." In the state of Figure 11C(f), the "First Attack" ability allows the player character to deal damage of attack strength "6" to the opponent character first, thereby defeating the opponent character with a defense strength of "6." As a result, the player character deployed in the center lane can perform an attack that reduces the opponent's HP by "6."

[0064] Figure 12 is an image diagram of another example of a battle between a player and an opponent, shown in chronological order. Figure 12(a) shows a state in which an opponent character (attack power 1, defense power 1) who has entered as an attacker in the first lane from the right and is currently deployed is about to execute an attack that will reduce the player's HP by "1" with one count remaining. The player then responds in the manner described below, for example.

[0065] In Figure 12(b), the player has 7 SP and consumes 5 SP to enter the player character (attack power 5, defense power 1) as a defender in the first lane from the right, dispatching him and waiting for the opponent to arrive. However, in this state, the battle in the first lane from the right may end in a draw, or the opponent character may be defeated depending on their abilities.

[0066] Therefore, by using an attack power enhancement item with SP "2" that one of the player characters holds in their hand, which increases the defensive power of other player characters by "+2", the player can increase the defensive power of the player character deployed in the first lane from the right from "1" to "3", and repel the attacking opponent character.

[0067] 13A to 13C are image diagrams showing another example of a battle between a player and an opponent in chronological order in a fighting game. The examples in FIGS. 13A to 13C show an example in which the opponent's remaining HP is "8." In FIG. 13A(a), the player enters and dispatches a player character (attack power 5, defense power 1) as the attacking side in the middle lane.

[0068] In response to the player character's attack, the opponent enters an opponent character (attack strength 8, defense strength 5) as a defender in the middle lane to defend against the player character's attack, sends it out, and waits for the player character's arrival. If the player does not respond in the state shown in Figure 13A(a), the battle in the middle lane will result in a draw, and no damage will be done to the opponent's HP. At this time, the player's possessed SP is "7," so they can use cards from the hand of other player characters. Therefore, the player may take the following action, for example.

[0069] In Figure 13A(b), one of the player characters uses a card from his hand that lowers the defense of the opponent character by "-4," which reduces the defense of the opponent character deployed in the middle lane from "5" to "1." In Figure 13(b), the player character deployed in the middle lane is equipped with a card with the ability "Penetrate." In the state shown in Figure 13A(b), the "Penetrate" ability allows the player character to use "1" of his attack power "5" to defeat the opponent character with a defense power of "1," and then use the remaining attack power "4" to perform an attack that reduces the opponent's HP by "4."

[0070] However, since reducing the opponent's HP by "4" will not decide the game, the player, for example, uses an attack power enhancement item with SP "3" that one of the player characters has in his hand, which increases the attack power of the other player character by "+3," as shown in Figure 13B(c), thereby enhancing the attack power of the player character deployed in the middle lane from "5" to "8." In the state shown in Figure 13B(c), the "pierce" ability can be used to execute an attack that reduces the opponent's HP by "7."

[0071] Furthermore, the player may use a special move that increases the attack power of the player character by "+2," for example, to increase the attack power of the player character deployed in the middle lane from "8" to "10." Figure 13B(d) is an example of the effect screen when a special move is used.

[0072] In Figure 13C(e), a battle occurs between an attacking player character (attack strength 10, defense strength 1) deployed in the center lane and an opponent character (attack strength 8, defense strength 1) on the defense side. As shown in Figure 13C(f), the player character and the opponent character each inflict damage equal to their attack strength on the opponent's defense, resulting in a draw.

[0073] However, thanks to the "Penetrate" ability of the player character deployed in the middle lane, the attacking player character can inflict damage of "9" on the opponent's HP, exceeding the opponent's defensive power of "1", reducing the opponent's HP to 0 and winning the game.

[0074] (summary) As described above, according to this embodiment, if the result of the battle held in each lane is a victory for the attacking side, the attacking side can reduce the HP of the defending side regardless of the state of the other lanes, and playing time can be shortened compared to conventional games in which attacks that reduce the HP of the defending side cannot be made unless all of the defending characters are defeated.

[0075] The present invention is not limited to the specifically disclosed embodiments above, but various modifications and variations are possible without departing from the scope of the claims. [Explanation of symbols]

[0076] 1. Game System 10 Server device 12 Gaming devices 14 stores 20, 22 Network 40 Game control unit 42 Game Execution Department 44 Count Management Department 46 Timing section 48 Instruction Reception Department 50 Character Use Point Management Section 52 Instruction transmitting / receiving unit 54 Behavior control unit 56 Hit Point Management Department 58 Display control unit

Claims

1. Computer, a unit battle consisting of a first stage in which a player performs an operation input relating to the action of a player character and a second stage in which the player character is caused to act based on the operation input is repeated as one cycle, thereby functioning as game progression means for progressing a battle game in which the player character battles against an opponent character; The game progression means When a player makes an operation input relating to an action of a player character in a first stage of a unit battle, the number of points associated with the action is reduced from the number of points currently possessed by the player, and when a predetermined time has passed without the player making an operation input after the operation input, the unit battle is transitioned to a second stage, and in the second stage after the transition, the player character is made to act based on the operation input in the first stage, and when the action of the player character in the second stage is completed, the number of points associated with the action, which is the reduction, is added back to the number of points currently possessed by the player, increasing the maximum number of points that the player can currently possess each time the unit battle is repeated a predetermined number of times; A program characterized by:

2. The game progression means allowing the player to perform a plurality of operation inputs in the first stage of the unit battle as long as the number of points associated with the action of the player character can be reduced from the number of points currently possessed by the player; The program according to claim 1.

3. The game progression means when a player performs a first operation input relating to an action of a player character in a first stage of a unit battle in an nth round (n is an integer of 1 or more), the number of points associated with the action is reduced from the number of points currently possessed by the player, and in a second stage of the unit battle in the nth round, the player character is made to act based on the first operation input in the first stage; when a player performs a second operation input related to an action of a player character in a first stage of a unit battle in the n+1th round, the number of points associated with the action is reduced from the number of points currently possessed by the player, and the player character is made to act based on the first operation input and the second operation input in a second stage of the unit battle in the n+1th round; The program according to claim 1 or 2.

4. a game progression means for progressing a battle game in which the player character battles against an opponent character by repeating a unit battle consisting of a first stage in which a player performs an operation input relating to an action of the player character and a second stage in which the player character is caused to act based on the operation input, The game progression means When a player makes an operation input relating to an action of a player character in a first stage of a unit battle, the number of points associated with the action is reduced from the number of points currently possessed by the player, and when a predetermined time has passed without the player making an operation input after the operation input, the unit battle is transitioned to a second stage, and in the second stage after the transition, the player character is made to act based on the operation input in the first stage, and when the action of the player character in the second stage is completed, the number of points associated with the action, which is the reduction, is added back to the number of points currently possessed by the player, increasing the maximum number of points that the player can currently possess each time the unit battle is repeated a predetermined number of times; A game device characterized by:

5. The computer a battle game in which the player character battles against an opponent character is progressed by repeating a unit battle consisting of a first stage in which the player performs an operation input related to the action of the player character and a second stage in which the player character acts based on the operation input, as one cycle; In the progression of the battle game, When a player makes an operation input relating to an action of a player character in a first stage of a unit battle, the number of points associated with the action is reduced from the number of points currently possessed by the player, and when a predetermined time has passed without the player making an operation input after the operation input, the unit battle is transitioned to a second stage, and in the second stage after the transition, the player character is made to act based on the operation input in the first stage, and when the action of the player character in the second stage is completed, the number of points associated with the action, which is the reduction, is added back to the number of points currently possessed by the player, increasing the maximum number of points that the player can currently possess each time the unit battle is repeated a predetermined number of times; A game progression method characterized by:

Citation Information

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