Program, game device, game management device, and game system

JP7915776B2Active Publication Date: 2026-09-04BANDAI CO LTD
View PDF 12 Cites 0 Cited by

Patent Information

Application Number
JP2024010584
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-26
Publication Date
2026-09-04
Estimated Expiration
2044-01-26

AI Technical Summary

Benefits of technology

【0010】 本発明によれば、電断によって発生する興趣性の低下を回避するゲーム装置及びプログラムを提供することが可能となる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007915776000001
    Figure 0007915776000001
  • Figure 0007915776000002
    Figure 0007915776000002
  • Figure 0007915776000003
    Figure 0007915776000003
Patent Text Reader

Abstract

To provide a program, a game device, a game management device, and a game system capable of continuing a game without detriment to a player even if a power interruption occurs.SOLUTION: This program functions as: user identification information acquisition means for acquiring user identification information for identifying a user; game execution means for executing a multiplayer game; settlement means for settling payment of a cost; and execution control means for, conditional upon the user identification information being acquired and a power interruption occurring after settlement of the multiplayer game, controlling execution of the multiplayer game by the game execution means without requiring re-settlement at the time of recovery and start-up.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] In competitive games executed via a server device, there is a technology related to handling network disconnection during periodic maintenance of the server device (Patent Document 1). [Prior Art Literature] [Patent Literature]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2019-181037 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] However, it is necessary to handle power outages in addition to network disconnections. An object of the present invention is to provide a program, a game device, a game management device, and a game system that allow a game to be continued without causing disadvantage to a player even if a power outage occurs. [Means for Solving the Problem]

[0005] One aspect of the present invention is a program that causes a computer to function as: user identification information acquisition means for acquiring user identification information that identifies a user; game execution means for causing execution of a competitive game; settlement means for settling payment of a consideration; and execution control means that, on condition that user identification information is acquired and a power outage occurs after settlement of the competitive game, controls execution of the competitive game by the game execution means without requiring repeated settlement at the time of recovery and restart.

[0006] One aspect of the present invention is a game device comprising: a user identification information acquisition means for acquiring user identification information to identify a user; a game execution means for executing a competitive game; a settlement means for settling payment of the price; and an execution control means for acquiring user identification information and, on the condition that a power outage occurs after settlement of the competitive game, for controlling the execution of the competitive game by the game execution means without requiring further settlement upon recovery and startup.

[0007] One aspect of the present invention is a program that causes a computer to function as: a user identification information acquisition means for acquiring user identification information relating to a player from a game device; a game execution means for executing a competitive game between a player and a competitive player or a partner player; a competitive game completion recording means for recording the user identification information in association with the completion of the competitive game; and a game execution control unit that, on the condition that the acquired user identification information and the completion of the competitive game are recorded in association, causes the game device to start the game from a second stage following the first stage, on the condition that the acquired user identification information and the completion of the competitive game are not recorded in association.

[0008] One aspect of the present invention is a game management device comprising: user identification information acquisition means for acquiring user identification information relating to a player from a game device; game execution means for executing a competitive game between a player and a competitive player or a partner player; competitive game completion recording means for recording the user identification information in association with the completion of the competitive game; and a game execution control unit that, on the condition that the acquired user identification information and the completion of the competitive game are recorded in association, causes the game device to start the game from a first stage, and on the condition that the acquired user identification information and the completion of the competitive game are not recorded in association, causes the game device to start the game from a second stage following the first stage.

[0009] One aspect of the present invention is a game system including a game management device and a game device, wherein the game management device includes: a user identification information acquisition means for acquiring user identification information relating to a player from the game device; a user information acquisition means for acquiring user information associated with the user identification information; a user information acquisition means for acquiring user information associated with the user identification information and used to present a main menu to the game device; a game execution means for executing a competitive game between a player and a competitive player or a partner player; a competitive game completion recording means for recording the user identification information and the completion of the competitive game in association; and, provided that the acquired user identification information and the completion of the competitive game are recorded in association, the The game system comprises: a game execution control unit that issues an execution command to a game device and issues a second execution command to the game device, provided that the acquired user identification information and the completion of the competitive game are not recorded in association; the game device comprises: a user information acquisition means for acquiring user identification information; a settlement means for settling payment of the price; and an execution control means that, provided that the first execution command is issued, starts the game from the first stage, and, provided that the second execution command is issued, starts the game from the second stage following the first stage; the first stage of the game includes the acquisition of user identification information by the game device, settlement of the price, and presentation of the main menu; and the second stage is from the presentation of the main menu onward. [Effects of the Invention]

[0010] According to the present invention, it is possible to provide a game device and program that avoid the decrease in entertainment value caused by power outages. [Brief explanation of the drawing]

[0011] [Figure 1] Figure 1 is a block diagram showing an example of a game system according to the present invention. [Figure 2] Figure 2 shows an example of the external configuration of the game device 1 according to the present invention. [Figure 3] Figure 3 is a block diagram showing an example of a game card according to the present invention. [Figure 4] Figure 4 is a diagram illustrating an example of a game field according to the present invention. [Figure 5] Figure 5 is an example diagram illustrating the characteristics of the game. [Figure 6] Figure 6 is an example illustrating a profile card. [Figure 7] Figure 7 is a block diagram showing an example of the components of a game device according to the present invention. [Figure 8] Figure 8 is a flowchart illustrating the operation of the game device according to the present invention. [Figure 9] Figure 9 is a block diagram showing an example of the components of the server according to the present invention. [Figure 10] Figure 10 shows an example of a player database according to the present invention. [Figure 11] Figure 11 shows an example of a profile information database. [Figure 12] Figure 12 is a flowchart showing an example of operation according to the present invention. [Modes for carrying out the invention]

[0012] Embodiments of the present invention will be described. <Overall Structure> Figure 1 is a diagram showing the system configuration of the game system according to this embodiment. As shown in Figure 1, the game system is composed of one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 are connectable to a communication line N and can communicate with each other. The communication line N means a communication path that can transmit data. That is, the communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs such as Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be wired or wireless.

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

[0014] There are basically a plurality of game devices 1, each operated by a respective player. For example, a plurality of game devices 1 are installed in a store, and are operated by players who visit the store. The server 2 is a server system configured including one or more server devices, storage devices, and the like. The server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for game operation, distribute game programs and data necessary for executing a game on the game device 1, and the like. Further, 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 in a state where the player is identified, the server 2 updates information managed for each player based on the content of use (game play history). Further, as will be described later, the server 2 also matches partner players in order to form teams of partners among players and realize matches against other players.

[0015] In the present embodiment, such a system configuration is configured to enable a competitive game between players using a plurality of game devices 1 via the server 2 and the communication line N, but the game is not limited to competitive games between human players, and also includes cases where one side of the players is a non-player character provided by the server 2. Further, the game for which a play experience is provided on the game device 1 is not limited to competitive games between players, and may include a game configured for single-player use.

[0016] <Game Article> To facilitate understanding of the configuration and other aspects of this embodiment, the game items used in the competitive game according to this embodiment will be described below. The competitive game according to this embodiment uses multiple types of game items.

[0017] First, the first type of game item (ID card) in this embodiment will be described. Each ID card is equipped with user identification information to uniquely identify a user, and the user can be identified by acquiring the user identification information of the user card reader, which will be described later. The addition of user identification information to the ID card may be achieved, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information to identify the user onto the ID card, or by recording it on a tag or IC chip for near-field communication (NFC) embedded in the ID card, or by other methods.

[0018] The second type of game item (game card) according to this embodiment features multiple types of game elements. The game elements are characters (characters, vehicles, items, etc.) and are represented as images, virtual or tangible items, etc. Images include still images and videos. The competitive game of this embodiment includes both the first type of game elements and the second type of game elements.

[0019] The first type of game element is associated with an item that has physical volume. For example, a game card is an item that has physical volume (a real-world item). However, the first type of game element is not limited to game cards; it is not limited to game cards as long as it is an item that can identify the character associated with the first type of game element. The first type of game element may be a figurine or other object that has the appearance of a character.

[0020] In this embodiment, the multiple types of items associated with the first type of game element are all tangible game cards, and each is described as being associated with one character that appears in a competitive game provided by the game device 1. The character to which a game card is associated can be determined by the game card reader unit, described later, acquiring the identification information (element ID) attached to the game card for identifying the character. The attachment of identification information (game card ID) to a game card may be achieved, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information for identifying the character onto the game card, or by recording it on a tag or IC chip for near-field communication (NFC) embedded in the game card, or by other methods.

[0021] In competitive games, each player can use multiple game cards, and prior to the start of the game (before the sequence in which the game cards are actually manipulated begins), information can be retrieved from the game cards, allowing the characters associated with those game cards to be registered as a first-type game element (used by the player) that will appear in the game.

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

[0023] The first character element, the pilot, can be categorized into, for example, annihilation type, suppression type, and defense type. The annihilation type prioritizes attacking the opposing player's mecha, and when there are no opposing player mecha, attacks the opposing player's base (battleship, etc.). The suppression type attacks the opposing player's base (battleship, etc.). The defense type defends the player's own base (battleship, etc.). Note that the types and their number are just examples and are not limited to these types and numbers. For example, there may be multiple attack types that can attack only the opposing player's X-type game elements, and attack types that can attack only the opposing player's Y-type game elements, depending on the type of game element the opposing player is using.

[0024] As a second character element, the type (category) of the piloted mecha can be, for example, close-range type, long-range type, or mobile type. Close-range types excel at high-powered close-range attacks. Long-range types excel at attacking enemies from a distance. Mobile types excel at dodging long-range attacks and quickly closing the distance to attack the enemy. Note that these types (categories) and their numbers are just examples and are not limited to these types and numbers.

[0025] These types (categories) do not necessarily have to correspond one-to-one between each character element and its type; they may also correspond one-to-many. For example, the second character element, the mecha, may have two types: a defensive type and a long-range type. A mecha with such types can use long-range weapons to attack game elements located far away from the opposing player in order to protect the player's other game elements.

[0026] Furthermore, the first and second character elements each possess various parameters (level, hit points, attack power, defense power, terrain suitability, weapons used, etc.) appropriate to their type, in addition to character information such as the type of the first or second character element. For example, a close-range type would have parameters specialized for close-range attacks. These various parameters may also change as the battle game progresses.

[0027] Furthermore, some first or second character elements possess special abilities called abilities, tactical techniques, or skills. These abilities, tactical techniques, and skills are designed to give an advantage in the game and enhance game elements. For example, an ability that, when certain activation conditions are met, can increase the attack power of the opposing player's game elements for a predetermined period of time. Abilities, tactical techniques, and skills can be activated automatically when the activation conditions are met, or they can be activated at will by the player when the conditions are met. In addition, some abilities, tactical techniques, or skills can only be activated once during a match, while others can be activated multiple times.

[0028] Figure 2 shows an example of a game card P1 (pilot card) where the first character element is a pilot and the character type is an annihilation type. By reading the identification information etc. written on game card P1, the game device 1 can acquire the character information and abilities of game card P1. Figure 3 shows an example of a game card M1 (pilot card) where the second character element is a piloted mecha, the type is long-range, and the character type is crushing (attacks when an enemy unit that is locked on enters the attack range). By reading the identification information etc. written on game card M1, the game device 1 can acquire the character information and abilities of game card M1.

[0029] Furthermore, in the competitive game of this embodiment, character elements called units (hereinafter sometimes referred to as squads) appear. Each unit consists of a pilot, which is a first character element, and a mecha, which is a second character element, and is composed of a combination of these two elements. In other words, a player can associate and register a pilot as an element that operates the mecha in the competitive game. This allows a player to introduce a unit consisting of a mecha and a pilot as a pair into the competitive game.

[0030] The unit's capabilities can be calculated as the sum of, for example, the character information (various parameters) of the pilot, which is the first character element constituting the unit, and the character information (various parameters) of the aircraft it pilots, which is the second character element. Furthermore, units possess action characteristics that define (or restrict) what actions they can take in a competitive game. These action characteristics are dependent on at least one of the constituent elements: the pilot's type (species), which is the first character element, and / or the pilot's type (species), which is the second character element. When a unit's action characteristics are dependent on the pilot's type (species), which is the first character element, the pilot's type (species) is not reflected, and the action characteristics reflect the pilot's type. For example, if the pilot constituting a unit is of the annihilation type, that unit will have annihilation-type action characteristics.

[0031] Furthermore, the type of a unit may be subordinate to (dependent on) the type (category) of the piloted mecha, which is a second character element that constitutes the unit. For example, if the type of piloted mecha that constitutes the unit is a mobile type, then the unit will have the behavioral characteristics of a mobile type.

[0032] Thus, when a unit's behavioral characteristics and type are subordinate to only one type of character element, the player must consider the types of pilots and mechs and select the pilots and mechs that make up the unit so that the unit can perform to its full potential. When the types of the first type of game elements (pilot and mech) that make up the unit are appropriately selected, the unit's behavioral characteristics and abilities will match, allowing the unit to perform to its maximum potential.

[0033] Next, I will explain the second type of game element. The difference between Type 2 and Type 1 game elements is that Type 2 game elements are not associated with physical items such as game cards. Type 2 game elements are game elements that can be introduced into a game through evaluation information for player ratings, rewards obtained by achieving game events, or exchange for in-game currency. However, this does not necessarily mean that association with physical items such as game cards is excluded, as is the case with Type 1 game elements.

[0034] <Game Overview> Next, I will explain the basics of the competitive game. The competitive game in this embodiment has two modes: a normal competitive mode in which players compete against each other individually, and a cooperative competitive mode in which two or more players form a group to complete missions. In cooperative competitive mode, players team up with other players to take on a single mission. This cooperative competitive mode will be described later.

[0035] This game consists of two phases. Phase 1 includes the detection of payment, the subsequent issuance of game items (game cards), and the presentation of a main menu that notifies the user of their user information (new experience points and item grants) and announcements from the management. Phase 2 is the processing of the competitive game after the presentation of the main menu, and the competitive game includes a menu phase, a matching phase, a match phase, and an update phase.

[0036] The menu phase of this embodiment is the phase in which the battle mode is selected. The battle phase is the phase in which various game cards (first type of game elements) are registered, units are generated, and battles are conducted using those units. In this embodiment, there are two types of matching phases depending on the battle mode. If the normal battle mode is selected, an opponent is matched. If the co-op battle mode is selected, a battle partner is matched.

[0037] In this embodiment, the battle phase proceeds as each player deploys (places) their registered units (troops) on a game field of a predetermined size, and performs movement and attack actions (the execution of these actions is received by the operation input unit described later).

[0038] Figure 4 shows an example of a game field in the competitive game of this embodiment. In one embodiment shown below, the competitive field 30 has a deployment unit area 31, a first area 32, and a second area 33. The deployment unit area 31 is where deployable (appearable) units are placed. The first area 32 is the area of ​​the player, where the player's bases and other bases (first type of game element) are placed. The second area 33 is the area of ​​the opposing player, where the opposing player's bases and other bases (first type of game element) are placed. The player who destroys the opponent player's base (reduces its durability to 0) as a result of an attack action by any of their units becomes the winner of the competitive game. The game field is divided into a first zone 34 located to the left of the center line and a second zone 35 located to the right of the center line. In competitive modes where two or more players cooperate to play against an opposing player, such as the cooperative battle mode described later, each player is assigned a zone to be responsible for.

[0039] At the start of a competitive game, information about the units registered by opposing players is unknown. Players can deploy each of their registered units onto the game field at any time after the game has started. When a unit is deployed onto the game field, opposing players are notified of the primary game elements (aircraft and pilot) that make up that unit. This configuration provides players with the enjoyment of strategically developing the game while observing the units and actions of opposing players.

[0040] In the update phase of this embodiment, the results of the competitive game played in the battle phase are reflected in the profile card, which will be described later. The game results reflected in the user's profile card are experience points, etc., and the user's level is determined by the experience points. The user's level is used as a reference when matching players and is also used in rankings, etc.

[0041] <Game Features and Terminology> Next, the features and terminology of the game in this embodiment will be explained. Figure 5 is a diagram illustrating the features of the game in this embodiment. In the game of this embodiment, it is possible to display player profile information. Player profile information is a concept that includes not only information that identifies the player, such as the player's nickname and battle history, but also information such as player evaluations received from other players, the player's level, and acquired titles. In this embodiment, an image containing profile information is referred to as a profile card.

[0042] Furthermore, in the game of this embodiment, evaluation means for assigning evaluations to the players on the presented profile cards are also presented simultaneously. The evaluation means is, for example, an evaluation button for evaluating the players. In this embodiment, the screen including the profile cards and the evaluation means (evaluation button) is referred to as the profile screen.

[0043] The player's profile screen is displayed, but the player whose profile screen is displayed will vary depending on the situation. First, let's explain the differences in the player profile screen due to the different modes of battle. In this embodiment, there is a normal battle mode in which the first player and the second player battle one-on-one, and a co-op battle mode in which the first player and the third player form a co-op pair and battle the second player. In the normal battle mode, the second player includes not only the actual player but also non-player characters whose battles are controlled by the CPU on behalf of the actual player. In the co-op battle mode, the opposing player (second player) is, in principle, a non-player character whose battles are controlled by the CPU (for example, a boss character).

[0044] In normal versus mode, the profile screen displayed to the first player is the profile screen of the opponent, the second player, and the profile screen displayed to the second player is the profile screen of the opponent, the first player. However, if the second player is a non-player character, the profile screen of the second player (the non-player character) may be displayed to the first player, but the profile screen of the second player (the non-player character) will not be displayed.

[0045] In co-op battle mode, the profile screen displayed to the first player is the profile screen of the third player (the co-op player), and the profile screen displayed to the third player is the profile screen of the first player (the co-op player). Note that the second player (the non-player character) will not be shown a profile screen.

[0046] Figure 6 shows an example of a profile card in this embodiment. The profile card includes a pilot image 90, an image of the aircraft 91, a background image 92, evaluation information 93 regarding the player's evaluation, player information 94, guild information 95, battle mode information 96, play time information 97, title information 98, and emblem information 99.

[0047] Pilot Image 90 is an image of the pilot, a character of the first type of game element. Pilot Image 90 is not limited to the pilot image on the pilot card owned by the player, but can also be selected from pilot images provided by the game operator. Aircraft Image 91 is an image of the aircraft, a character of the first type of game element. Aircraft Image 91 is not limited to the aircraft image on the aircraft card owned by the player, but can also be selected from aircraft images provided by the game operator. Background Image 92 is the background image for the profile card, and can be selected from background images provided by the game operator. Evaluation Information 93 is the evaluation information of other players for the player (number of evaluations). Player Information 94 is player information, including the player's name (nickname, etc.), player level, player rank, and number of games played. The player's level is a value that increases as the player accumulates experience points gained by playing matches. A player's rank is a value that increases as they accumulate points earned by winning ranked matches, which are special battles. Guild information 95 is information about the guild the player belongs to. Battle mode information 96 is the battle mode preferred by the player. There are two types of battle modes: Type 1 Normal Battle Mode and Type 2 Normal Battle Mode and Co-op Battle Mode, and players can choose their preferred battle mode. Play time information 97 is the time when the player mainly plays the game and is set by the player. Title information 98 is information about titles edited according to the player's preferences. Emblem information 99 is emblems that are earned by the number of battle victories and the completion of designated missions.

[0048] <Configuration of Game Device 1> Next, I will describe the device used to run the game described above. Figure 7 is a block diagram showing an example of the functional configuration of a game device 1 according to an embodiment of the present invention.

[0049] The game device 1 comprises a processing unit 100, a display unit 101, a user card reading unit 102 that reads user identification information from an ID card held by the user, a game element reading unit 103 that reads a first type of game element from a game card held by the user, an operation input unit 104, a price detection unit 105, a sound output unit 106, a communication unit 107, a supply unit 108, and a storage unit 109.

[0050] The processing unit 100 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 109, user card reader 102, game element reader 103, operation input signals from the operation input unit 104, etc. The functions of the processing unit 100 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. Specifically, the processing unit 100 controls the operation of each component by, for example, reading the operation programs of each component recorded in the memory unit 109, loading them into memory, and executing them.

[0051] The processing unit 100 records the execution history of the startup and shutdown processes of the game device 1 in the log information of the storage unit 109. The processing unit 100 includes, as its main functional units, a user information acquisition unit 110, a game element acquisition unit 111, a matching unit 112, a game execution unit 113, a display control unit 114, an update unit 115, a supply control unit 116, and a startup execution control unit 117. These units will be described later.

[0052] The display unit 101 displays various game screens based on image signals output from the processing unit 100. The functions of the display unit 101 can be realized by a display device such as a flat panel display like an LCD, a projector, or a head-mounted display. The user card reader 102 reads and outputs user identification information from the ID card held by the user. Reading user identification information from an ID card is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the identification information of the ID card, which is then printed on the ID card. Alternatively, if the identification information of the ID card is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information is read from those tags or IC chips. The read information is output to the processing unit 100.

[0053] The game element reading unit 103 is a reader that reads character information of the first type of game element to be included in the game from the game card held by the user. Since reading the first type of game element from the game card is the same as reading an ID card, a detailed explanation will be omitted. The read information is output to the processing unit 100.

[0054] The operation input unit 104 is for the user to input various operations related to the game, and outputs an operation input signal to the processing unit 100 according to the operation input. The functions of the operation input unit 104 can be realized by elements that the user directly operates with their fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, and trackball, as well as elements that detect movement and posture, such as an accelerometer, angular velocity sensor, tilt sensor, and geomagnetic sensor. The operation input unit 104 may also be a touch operation panel attached to the display unit 101.

[0055] The payment detection unit 105 detects that payment has been made in the game device 1. Payment may be determined, for example, by detecting that a predetermined amount of coins or equivalent coins have been inserted into a slot provided in the game device 1, or by detecting the completion of settlement processing based on communication with a chip related to a predetermined electronic money. The game device 1 in this embodiment will be described as one that starts providing a service, including the provision of a series of game play experiences, based on the payment of the payment related to the start of service provision.

[0056] The sound output unit 106 is a speaker or the like that outputs sound effects related to the game based on the sound signal output from the processing unit 100. The communication unit 107 is a communication interface with an external device. The communication unit 107 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 107 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as a server 2 via the communication line N. The communication unit 107 also receives information from an external device via the communication line N.

[0057] The supply unit 108 is a card dispenser configured to dispense game cards one at a time from the storage unit located within the supply unit 108. The game cards dispensed from the supply unit 108 are guided to an accessible space via an outlet provided in the game device 1 and provided to the user.

[0058] The memory unit 109 is a data-retaining recording device, such as a non-volatile memory or an HDD. The memory unit 109 stores not only the operating programs for each part of the game device 1, but also information on parameters necessary for the operation of each part, and various graphics data used in the competitive game executed by the game device 1.

[0059] Furthermore, the memory unit 109 stores a game element database (game element DB). The game element DB is a database that manages information (element information) about each of the first type game elements that appear in the game. In the game device 1 of this embodiment, when playing the game, the user places a game card on the game element reading unit 103 provided in the game device 1 to acquire information, thereby making the first type game element associated with the game card appear in the game. The element information managed for one first type game element includes, associated with an element ID (identification information) that uniquely identifies the first type game element, type information indicating the type in the game assigned to the first type game element, drawing information including graphics data used to generate the screen when the first type game element appears in the game, and parameter information (character information) describing the name, attributes, etc. of the first type game element, as well as parameters defined for each element level of the first type game element, and ability information describing the activation conditions and the effects activated. Parameter information and ability information are information referenced in games that feature the first type of game elements, and are information that is involved in controlling the progress of the game.

[0060] In this embodiment, the game element DB stores graphics data, parameter information, ability information, etc., and the element information is described as including this data. However, the implementation of the present invention is not limited to this. The element information may also include information indicating the storage location of the data for each piece of information.

[0061] Next, we will explain the main functional units of the processing unit 100: the user information acquisition unit 110, the game element acquisition unit 111, the matching unit 112, the game execution unit 113, the display control unit 114, the update unit 115, the supply control unit 116, and the startup execution control unit 117. The user information acquisition unit 110 acquires user identification information from the ID card and temporarily stores the user identification information. Based on the user identification information, the user information acquisition unit 110 acquires a profile card from the server 2. When the competitive game ends, the user information acquisition unit 110 deletes the temporarily stored user identification information.

[0062] The game element acquisition unit 111 acquires the element ID of the game card from the game card. The game element acquisition unit 111 acquires type information, drawing information, parameter information, and ability information associated with the acquired element ID of the game card from the game element DB. Then, the game element acquisition unit 111 outputs the game element ID, type information, drawing information, parameter information, and ability information in association with the game element to the game execution unit 112.

[0063] The matching unit 112 matches an opponent or battle partner according to the battle mode selected by the user. When a normal battle is selected, the matching unit 112 matches an opponent. When a co-op battle is selected, the matching unit 112 matches a battle partner. The matching unit 112 retrieves the profile cards of the matched opponent or battle partner from the server 2 and outputs them to the display control unit 114 as introductory information.

[0064] The matching unit 112 deletes the acquired opponent or opponent partner profile card after the game execution process is completed. The game execution unit 113 controls the entire game (including the display of game images) from the start to the end of a competitive game. The game execution unit 113 starts the competitive game when the payment detection unit 105 detects that payment has been made. When the user has selected a competitive mode and the game is ready to begin, the game execution unit 113 controls the progress of the game in accordance with the user's input on the first type of game element. After the game has finished, the game execution unit 113 outputs game results such as experience points to the update unit 115.

[0065] The display control unit 114 includes a rendering device such as a GPU, and performs predetermined rendering processing when generating a screen to be displayed on the display unit 101. Specifically, while the game device 1 is running (during service provision or standby), the display control unit 114 executes necessary calculations on the necessary rendering objects (graphics data) based on the processing and instructions performed by the processing unit 100, and renders the screen. The display control unit 114 executes control to display various information for the user (game screen, menu screen, etc.) on the display unit 101. The display control unit 114 also executes control to display profile information output by the matching unit 112 on the display unit 101.

[0066] The update unit 115 sends the game results output from the game execution unit 113 to the server 2 and updates the user's profile card. The supply control unit 116, upon confirming payment of the price, controls the supply of the game card.

[0067] When the game device 1 is started, the startup execution control unit 117 checks the log information in the storage unit 109 and detects whether a power outage has occurred based on whether the startup is after the shutdown process has been executed. When the startup execution control unit 117 detects that a power outage has occurred, it checks whether the user information acquisition unit 110 has user identification information and decides whether to perform normal processing or power outage processing.

[0068] <Game execution operation of game device 1> The normal processing flow of the game device 1 in this invention will be described below. After startup, the game device 1 sequentially executes authentication processing, payment processing, matching processing, and competitive game execution processing. This series of processing steps is referred to as normal processing. In the case of power outage processing, at least the payment processing is not executed.

[0069] After executing a predetermined startup process, the game device 1 enters a standby state. The standby state is a state in which it is waiting for user input. In the standby state, the display screen shows the game title, promotional images that convey the game content and appeal of the game, etc.

[0070] The operation input unit 104 performs authentication processing when it detects a user's operation to run a game while in standby mode. In the authentication processing, the user information acquisition unit 110 performs user authentication processing by sending user identification information obtained from the IC card held by the user to the server 2 and obtaining the profile card associated with the user identification information.

[0071] Once the authentication process is complete, the game device 1 enters the payment process. During the payment process, the payment detection unit 105 detects the payment of the price. Once the payment process is complete, the supply control unit 116 controls the supply of a game card to the user. Once a game card is supplied and the user selects a battle mode, the game device 1 enters the matching process. In the matching process, the display control unit 114 first displays the main menu on the display unit 101. The user operates the operation input unit 104 to select either a normal battle or a co-op battle. The matching unit 112 sends a matching request to the server 2 according to the battle mode selected by the user, and the server 2 receives the profile cards of the matched opponent or battle partner. The display control unit 114 displays the profile cards of the matched opponent or battle partner as introductory information on the display unit 101.

[0072] Once the matching process is complete, the game device 1 enters the battle game execution process. In the battle game execution process, the game execution unit 113 executes the battle game. When the battle ends, the update unit 115 sends the game results to the server 2 via the communication unit 107, and the user's profile card is updated.

[0073] In normal operation, authentication, payment, matchmaking, and game execution are performed in order. In power outage processing, the payment process is not performed, so if the same user uses game device 1 after a power outage, a game card will not be supplied.

[0074] <Startup operation after power outage> The startup process after a power outage will be explained using the flowchart in Figure 8. When the startup process for game device 1 is executed, the startup execution control unit 117 checks the log information in the storage unit 109 to detect whether the startup occurred after the shutdown process was executed (S101).

[0075] If the system is started after a shutdown process has been performed, the user information acquisition unit 110 checks whether it has user identification information (S102). If user identification information is held, it is determined to perform the power outage processing (S103) and the authentication process is performed (S104).

[0076] After the authentication process, the user identification information held by the user information acquisition unit 110 is compared with the newly acquired user identification information (S105). If a match is found, the matching process is executed (S106). In the matching process, the matching unit 112 cancels the match with the opponent or opponent partner of the profile card it holds and performs a new match. At this time, the matching unit 112 deletes the profile card it holds and obtains a new matching profile card.

[0077] After the matching process is executed, the game execution process is performed (S107). When the competitive game execution process is finished, the user identification information is deleted (S108). Delete the profile card (S109). If it is determined in step S101 that a shutdown has been performed, if user identification information is not retained in S102, or if it is determined in S105 that the retained user identification information and the acquired identification information are not the same, then normal processing is performed (S110).

[0078] In the above embodiment, an example was described in which a competitive game that progresses by displaying a screen with a game field containing the first type of game elements was applied to the game device 1. However, the present invention is applicable to any device capable of running a game that progresses by displaying a screen with a game field containing the first type of game elements.

[0079] In addition to confirming whether the user information acquisition unit 110 holds user identification information, the system may also check, based on the log information, which of the following processes—authentication, payment, matching, and competitive game execution—was performed when the power was interrupted. In such a configuration, the processing unit 100 records the execution history of the authentication, payment, matching, and competitive game execution processes in the log information, in addition to the startup and shutdown processes of the game device 1.

[0080] Furthermore, in the above embodiment, the matching process during power outages involved canceling the matching process once and then executing a new matching process. However, the matching unit 112 may also perform the matching process with the opponent or partner of the profile card it possesses.

[0081] According to the first embodiment, even if the power to the game device 1 is cut off due to unforeseen circumstances, the game can be continued without causing any disadvantage to the player when power is restored.

[0082] <Second Embodiment> A second embodiment will now be described. The second embodiment describes a case where the game device 1 and the server 2 work together to handle power outages. Detailed explanations of aspects similar to those in the first embodiment will be omitted.

[0083] <Server 2 Configuration> Next, the server 2 according to this embodiment will be described. Figure 9 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 comprises a processing unit 20, a storage unit 21, and a communication unit 22.

[0084] The processing unit 20 is, for example, a CPU and controls the operation of each block in the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading the operation program of each block recorded in the memory unit 21, loading it into memory, and executing it. The processing unit 20 includes, as its main functional units, a player information management unit 201, a game execution management unit 202, a profile information management unit 203, a versus player matching unit 204, and a co-op pair matching unit 205.

[0085] The player information management unit 201 manages player information using the player database 211. The player database 211 is a database that manages information (player information) indicating the usage status of games associated with each player for games that are provided as play experiences on the game device 1. Player information is information for managing the usage history of game play functions and various game elements that are available to that player. The player information is updated sequentially in the game device 1 according to the play results using the player card, using the player identification information (player ID) obtained from that player card. The game device 1 then becomes able to provide game play that reflects the previous game play.

[0086] Figure 10 shows an example of a player database 211. In the player database 211, one player is assigned to each record, and each record includes a player ID (identification information) field, a player name field, a player level field, a player rank field, a player play count (number of game runs) field, a player progress information field, a reward information field, an evaluation information field, and a game completion flag field.

[0087] The Player ID field contains identification information that uniquely identifies the player. The Player Name field contains the player's nickname, etc. The Player Level field contains the value that increases as the player accumulates experience points gained from playing matches. The Player Rank field contains the value that increases as the player accumulates points gained from winning ranked matches, which are special matches. The Player Play Count (Number of Game Executions) field contains the number of times the player has run the game. The Progress Information field contains progress information indicating which stage of a given story the player has progressed to, and performance information indicating the player's record in competitive games. The Reward Information field contains information such as the ID of items obtained by achieving in-game events, etc. The Evaluation Information field contains the player's evaluation. As described later, the Game Completion Flag field is entered when Server 2 receives the Player ID and the game for that Player ID is completed for each game.

[0088] The player information management unit 201 receives battle results information, experience points, etc., transmitted from the game device 1 each time a player's game is completed (ended), and updates the player ID record in the player database 211. By updating the player ID record in the player database 211, the player information management unit 201 records that the game for that player ID has been completed. Specifically, for each game, when that game is completed, the player information management unit 201 records a game completion flag for that game in the field.

[0089] Furthermore, when the player information management unit 201 receives the player ID transmitted from the game device 1 at the start of the game, it determines whether the player with that player ID has completed their match. The player information management unit 201 determines the completion of a match by checking whether a completion flag is recorded for all games. If even one game does not have a completion flag recorded, the player information management unit 201 determines that the game is incomplete.

[0090] If all games are completed, the Player Information Management Unit 201 reads the player information from the record for that player ID in the Player Database 211 and sends the player information and a completion notification indicating that all games for that player ID have been completed to the Game Execution Management Unit 202. The player information is the information necessary for the main menu of the game displayed on the game device 1, and may also include the latest announcement information, etc. On the other hand, if all games are not completed, the Player Information Management Unit 201 reads the player information from the record for that player ID in the Player Database 211 and sends the player information and an incomplete notification indicating that the games for that player ID have not been completed to the Game Execution Management Unit 202.

[0091] The game execution management unit 202 manages the execution of the entire game, including the execution of matches played on game device 1 and the rewards obtained from those matches. The game execution management unit 202 receives a completion or non-completion notification of a competitive game from the player information management unit 201. If it is a completion notification, it sends a normal execution processing command to the game device 1 to run a normal game, along with user information. On the other hand, if it is a non-completion notification, it sends a power outage execution processing command to the game device 1 to run the game during a power outage, along with user information.

[0092] The profile information management unit 203 manages the player's profile information using the profile information database 212. Figure 11 shows an example of the profile information database 212. The profile information database 212 assigns one player to each record, and each record includes a player ID field, a registration information field, a pilot image field, a mobile suit image field, a background image field, a rating information field, a player information field, a participating guild information field, a battle mode field, a main play time field, a title information field, and an emblem information field.

[0093] The Player ID field is where the player ID is entered. The Registration Information field is where the presence or absence of profile information is entered; "1" is entered if profile information is registered, and "0" is entered if profile information is not registered. The Pilot Image field is where the pilot image selected by the player is registered. The Aircraft Image field is where the aircraft image selected by the player is registered. The Background Image field is where the background image selected by the player is registered. The Rating Information field is where parameters of other players' ratings of the player are entered, such as the rating count. The Player Information field is where information such as the player's name (nickname, etc.), player level, and player rank is entered. The Participating Guild Information field is where the Guild ID (identification number) of the guild the player belongs to is entered. The Battle Mode field is where the player's preferred battle mode is entered. The Main Playtime field displays the time selected by the player (the time the player primarily plays the game). The Title Information field displays information about titles edited according to the player's preferences. The Emblem Information field displays the emblems the player has earned through the number of matches won and the completion of designated missions.

[0094] In addition to managing the profile information of actual players as described above, the profile information management unit 203 also stores registered profile information for non-player characters that the CPU uses to play the game. Then, in matchmaking, if a player cannot be matched with an actual player and the player becomes a non-player character, the registered profile information for the non-player character is sent to the game device 1.

[0095] The player matching unit 204 performs player matching for the first type of normal battle mode provided in the game system of this embodiment. Through the matching process, sessions are established for, for example, two game devices 1 that sent matching requests at the same time among the game devices 1 connected to the server 2, and they transition to a state in which information communication related to the battle game is possible. In the player matching, players are matched within a predetermined range of level difference so that the levels of the players do not diverge. Furthermore, if the player matching processing unit 204 cannot find a real player that meets the above conditions, it may match a non-player character that meets the conditions instead of a real player.

[0096] Furthermore, the player matching unit 204 matches predetermined non-player characters with players for the second type of normal battle mode provided in the game system of this embodiment. The Co-op Pair Matching Unit 205 matches players together as co-op pairs. In principle, the matching co-op pairs will consist of two real players, but it is also permissible to match a real player with a non-player character.

[0097] Furthermore, the player matching unit 204 and the co-op pair matching unit 205 store the player's matched opponent and co-op players, and in the case of a rematching request after the power to the game device 1 is restored, the system will not match the player with the same opponent or co-op players that were matched before the power outage.

[0098] The memory unit 21 is a data storage device, such as a non-volatile memory or an HDD. The memory unit 21 stores the operation programs for each block of the server 2, as well as information such as parameters necessary for the operation of each block. The memory unit 21 also stores the player database 211, the profile information database 212, the guild database 213, and the game device identification information database 214.

[0099] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 22 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from an external device via the communication line N.

[0100] Next, we will explain the operation of game device 1 and server 2. Figure 12 is a flowchart illustrating the operation of game device 1 and server 2. First, the user information acquisition unit 110 of the game device 1 acquires a user ID (Step 1000). Then, the user information acquisition unit 110 sends the acquired user ID to the server 2 (Step 1001).

[0101] When the player information management unit 201 of server 2 receives a player ID (Step 1020), it retrieves the player information associated with that player ID (Step 1021). The player information management unit 201 determines from the retrieved player information whether the player's game is complete (Step 1022). If the game for that player ID is complete (Step 1023), it reads the player information from the record for that player ID in the player database 211 and sends the player information and a completion notification to the game execution management unit 202. Then, when the game execution management unit 202 receives the completion notification from the player information management unit 201, it sends a normal execution processing command to the game device 1 to run a normal game, along with user information, to the game device 1 (Step 1024).

[0102] On the other hand, if the game for that player ID is not completed (Step 1023), the player information and a game incompleteness notification are sent to the game execution management unit 202. When the game execution management unit 202 receives the incompleteness notification from the player information management unit 201, it sends a power outage execution processing command to the game device 1 to execute the game during the power outage, along with user information, to the game device 1 (Step 1025).

[0103] The game execution unit 113 of the game device 1 determines the processing instruction (Step 1002). If the received instruction is a normal execution processing instruction (Step 1003), each execution unit of the game device 1 performs payment settlement (Step 1004), card dispensing (Step 1005), and displaying the main menu (Step 1006) (execution of the first stage of the game).

[0104] Next, the matching unit 112 and the game execution unit 113 of the game device 1 perform a matching request and execute a competitive game (Step 1007). Then, when the game is completed, the game execution unit 113 sends a game completion notification (Step 1008). On the other hand, if the received command is a power-off execution command (Step 1003), each execution unit of the game device 1 will not perform payment settlement (Step 1004) or card dispensing (Step 1005), but will instead perform processing from the display of the main menu (Step 1006) onward (execution of the second stage of the game). Furthermore, the matching unit 112 and the game execution unit 113 of the game device 1 will perform a rematching request and execute the versus game (Step 1007). Then, when the game is completed, the game execution unit 113 will send a game completion notification (Step 1008).

[0105] The competitive player matching unit 204 and the co-op pair matching unit 205 of Server 2 perform the matching process (Step 1026). In the case of a rematching request after a power outage and restoration of Game Device 1, the system will not match players with the competitive player or co-op player who was matched before the power outage.

[0106] When the player information management unit 201 of server 2 receives a game completion notification, it updates the player database 211 based on the game results and records the completion flag in the game completion flag field of the player database 211 (Step 1027). This concludes the explanation of the operation between game device 1 and server 2.

[0107] According to the second embodiment, similar to the first embodiment, even if the power to the game device 1 is cut off due to unforeseen circumstances, the game can continue without causing any disadvantage to the player upon recovery. Furthermore, since the server 2 controls the commands during a power outage, the game device 1 only needs to control the start stage according to two processing commands, thus simplifying the processing on the game device 1 side.

[0108] Furthermore, the above embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any way. Some or all of the above embodiments may also be described as follows, but are not limited to the following.

[0109] (Note 1) Computers, User identification information acquisition means for acquiring user identification information to identify a user, A means of running a competitive game. A means of payment for settling the payment of price. An execution control means that obtains the user identification information and, on the condition that a power outage occurs after payment for the battle game, controls the execution of the battle game by the game execution means without requiring payment again upon restart. A program that makes it function as such.

[0110] (Note 2) The execution control means controls the execution of the versus game by the game execution means without requiring further payment, based on the condition that the user identification information acquired before the power outage matches the user identification information acquired after the power outage occurred. The program described in Appendix 1.

[0111] (Note 3) The computer is used as a supply control means to control the supply of game items to which game elements appearing in a competitive game are associated. The execution control means, on the condition that a power outage occurs after the supply of the game items, controls the execution of the versus game by the game execution means after the power is restored and the system is restarted, without performing supply control of the game items by the supply control means. The program described in Appendix 1 or Appendix 2.

[0112] (Note 4) The supply control means delivers the second type of game item subject to settlement of payment. The program described in any of the appendices 1 through 3.

[0113] (Note 5) The computer is used as a matching means to match players with opposing players or partner players. The matching means, on the condition that a power outage occurs after the matching between a player and an opposing player or partner player has been completed, cancels the matching between the player and the opposing player or partner player and performs matching between the player and a new opposing player or a new partner player. The program described in any of the appendices 1 through 3.

[0114] (Note 6) The matching means, on the condition that a power outage occurs during the execution of a game between a player and an opposing player or a partner player, cancels the matching between the player and the opposing player or partner player, and performs matching between the player and a new opposing player or a new partner player. The program described in any of the appendices 1 through 5.

[0115] (Note 7) A means for obtaining user identification information to identify a user, A game execution method for running a competitive game, A means of payment for settling the payment of the price, An execution control means that acquires the user identification information and, on the condition that a power outage occurs after payment for the battle game, controls the execution of the battle game by the game execution means without requiring payment again upon recovery and startup. A game device equipped with the following features.

[0116] (Note 8) Computers, User identification information acquisition means for acquiring user identification information about a player from a game device. A game execution means for executing a game between the aforementioned player and an opposing player or partner player. A game completion recording means that records the user identification information and the completion of the game in association with each other. A game execution control unit that, on the condition that the acquired user identification information and the completion of the competitive game are recorded in association, causes the game device to start the game from the first stage, and on the condition that the acquired user identification information and the completion of the competitive game are not recorded in association, causes the game device to start the game from the second stage following the first stage. A program that makes it function as such.

[0117] (Note 9) Computers, User information acquisition means for acquiring user information associated with the user identification information, User information acquisition means for acquiring user information associated with the aforementioned user identification information and used to present the main menu to the game device, User information transmission means for transmitting the user information to the game device, To make it function as, The first stage of the game includes obtaining user identification information in the game device, settling the payment, and presenting the main menu, while the second stage begins after the presentation of the main menu. The program described in Appendix 8.

[0118] (Note 10) The computer is made to function as a matching means for matching players with opposing players or partner players from the second stage onward. The matching means, provided that the acquired user identification information and the completion of the match game are not recorded in association, cancels the match between the player and the opposing player or partner player, and performs matching between the player and a new opposing player or a new partner player. The program described in Appendix 8 or Appendix 9.

[0119] (Note 11) A means for acquiring user identification information about a player from a game device, A game execution means for executing a game between the aforementioned player and an opposing player or partner player, A means for recording the completion of a competitive game in association with the user identification information, A game execution control unit that, on the condition that the acquired user identification information and the completion of the competitive game are recorded in association, causes the game device to start the game from the first stage, and on the condition that the acquired user identification information and the completion of the competitive game are not recorded in association, causes the game device to start the game from the second stage following the first stage, A game management device equipped with the following features.

[0120] (Note 12) A game system including a game management device and a game device, The aforementioned game management device is A user identification information acquisition means for acquiring user identification information about the player from the game device, User information acquisition means for acquiring user information associated with the user identification information, User information acquisition means for acquiring user information associated with the user identification information and used to present the main menu to the game device, A game execution means for executing a game between the aforementioned player and an opposing player or partner player, A means for recording the completion of a competitive game in association with the user identification information, A game execution control unit that issues a first execution command to the game device on the condition that the acquired user identification information and the completion of the competitive game are recorded in association, and issues a second execution command to the game device on the condition that the acquired user identification information and the completion of the competitive game are not recorded in association, Equipped with, The aforementioned game device, User information acquisition means for acquiring the aforementioned user identification information, A means of payment for settling the payment of the price, An execution control means that, subject to the instruction of the first execution command, starts the game from the first stage, and subject to the instruction of the second execution command, starts the game from the second stage following the first stage, Equipped with, The first stage of the game includes obtaining user identification information in the game device, settling the payment, and presenting the main menu, while the second stage begins after the presentation of the main menu. Game system. [Explanation of Symbols]

[0121] 1 Game device 2 servers 100 Processing Unit 101 Display section 102 User card reader 103 Game card reader 104 Operation Input Section 105 Price detection unit 106 Sound output section 107 Communications Department 108 Supply section 109 Storage section 110 User Information Acquisition Unit 111 Game Element Acquisition Unit 112 Matching Department 113 Game Execution Unit 114 Display Control Unit 115 Update Department 116 Supply Control Unit 117 Startup Execution Control Unit 201 Player Information Management Department 202 Game Execution Management Department 203 Profile Information Management Department 204 Player Matching Department 205 Co-op Pair Matching Department

Claims

1. Computers, User identification information acquisition means for acquiring user identification information to identify a user, A means of running a competitive game. A payment means for settling the payment for the aforementioned competitive game, Power outage detection means that detects a power outage caused by failure to perform a shutdown process, based on the execution history of startup and shutdown processes. After the completion of payment by the payment means, the power outage detection means detects a power outage, and, provided that the user identification information acquired before the power outage matches the user identification information acquired after the system is restored, the execution control means allows the execution of the competitive game by the game execution means to continue from a predetermined stage related to the execution of the competitive game without requiring another payment after the system is restored. A program that makes it function as such.

2. The competitive game includes a first stage and a second stage following the first stage, The aforementioned first stage includes the process of acquiring user identification information, the process of settling the payment, and the process of presenting the main menu. The second stage described above is the processing that takes place after the main menu is presented. The aforementioned predetermined step is the second step, The program according to claim 1.

3. The computer is configured to function as a supply control means that supplies a first type of game item, which is a real-world item to which game elements appearing in a competitive game are associated, after payment is made by the payment means. If the power outage detection means detects a power outage after the supply control means has supplied a first type of game item, the execution control means will, after recovery and startup, continue the execution of the competitive game by the game execution means from a predetermined stage related to the execution of the competitive game without performing supply control of the first type of game item by the supply control means. The program according to claim 1 or claim 2.

4. The supply control means, subject to the settlement of payment, executes the supply of a second type of game item, which is a virtual game element used within the game and is not associated with a real-world item. The program according to claim 3.

5. In the second stage, the computer is made to function as a matching means for matching a player with an opposing player or a partner player. If the matching means detects a power outage by the power outage detection means after the matching is completed, it will cancel the matching after the power is restored and perform matching between the player and a new opponent or a new partner player. The program according to claim 2.

6. A means for obtaining user identification information to identify a user, A game execution method for running a competitive game, A payment method for settling the payment for the aforementioned competitive game, A power interruption detection means that detects a power interruption caused by the failure to execute a shutdown process, based on the execution history of startup and shutdown processes, After the completion of payment by the payment means, the power outage detection means detects a power outage, and, provided that the user identification information acquired before the power outage matches the user identification information acquired after the system is restored, the execution control means allows the execution of the competitive game by the game execution means to continue from a predetermined stage related to the execution of the competitive game without requiring another payment after the system is restored. A game device equipped with the following features.

7. Computers, User identification information acquisition means for acquiring user identification information about a player from a game device. A game execution means for executing a game between the aforementioned player and an opposing player or partner player. A game completion recording means that records the user identification information and the completion of the game in association with each other. A game execution control unit, provided that the completion of the competitive game is recorded in association with the acquired user identification information, causes the game device to start the competitive game from the first stage, and provides that the completion of the competitive game is not recorded in association with the acquired user identification information, causes the game to start from the second stage following the first stage without requiring another payment after restarting. A program that makes it function as such.

8. Computers, User information acquisition means for acquiring user information associated with the aforementioned user identification information and used to present the main menu to the game device, User information transmission means for transmitting the user information to the game device, To make it function as, The first stage of the aforementioned competitive game includes obtaining user identification information in the game device, settling the payment, and presenting the main menu, while the second stage is the processing after the presentation of the main menu. The program according to claim 7.

9. In the second stage, the computer is made to function as a matching means for matching a player with an opposing player or a partner player. The matching means, provided that the completion of the match game is not recorded in association with the acquired user identification information, cancels the match between the player and the opposing player or partner player after the restart, and performs matching between the player and a new opposing player or a new partner player. The program according to claim 7 or claim 8.

10. A means for acquiring user identification information about a player from a game device, A game execution means for executing a game between the aforementioned player and an opposing player or partner player, A means for recording the completion of a competitive game in association with the user identification information, A game execution control unit that, on the condition that the completion of the competitive game is recorded in association with the acquired user identification information, causes the game device to start the competitive game from the first stage of the competitive game, and on the condition that the completion of the competitive game is not recorded in association with the acquired user identification information, causes the game to start from the second stage following the first stage without requiring payment again after restarting, A game management device equipped with the following features.

Citation Information

Patent Citations

  • Match game system, and match game management method

    JP2009090025A

  • Information processing program, information processing device, commodity sales system, and commodity sales method

    JP2014229268A

  • Electronic coupon system

    JP2016539393A

  • Game apparatus and program

    JP2019076425A

  • Program, terminal device, and control method

    JP2019115544A