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

The game system addresses power outage disruptions by resuming gameplay from the correct stage post-outage, ensuring seamless continuation and minimizing player inconvenience.

WO2025158843A1PCT designated stage Publication Date: 2025-07-31BANDAI CO LTD
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Patent Information

Application Number
PCT/JP2024/045348
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-26
Filing Date
2024-12-23
Publication Date
2025-07-31

AI Technical Summary

Technical Problem

Existing game systems fail to continue gameplay seamlessly during power outages without causing disadvantages to players.

Method used

Implement a system that acquires user identification information, executes battle games, settles costs, and controls gameplay without requiring re-settlement after a power outage, allowing the game to resume from the appropriate stage based on recorded completion status.

Benefits of technology

Ensures gameplay continuity without player disadvantages by resuming from the correct stage post-power outage, simplifying device-side processing through server-controlled commands.

✦ Generated by Eureka AI based on patent content.

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Abstract

[Problem] The purpose of the present invention is 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 causes functioning as: a user identification information acquisition means that acquires user identification information for identifying a user; a game execution means that executes a multiplayer game; a settlement means that settles payment of a cost; and an execution control means that, conditional upon the user identification information being acquired and a power interruption occurring after settlement of the multiplayer game, controls execution of the multiplayer game by the game execution means without requiring re-settlement at the time of recovery and start-up.
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Description

Program, game device, game management device and game system

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

[0002] In a competitive game that is executed via a server device, there is a technique for dealing with a network interruption that occurs during regular maintenance of the server device (Patent Document 1).

[0003] Japanese Patent Application Laid-Open No. 2019-181037

[0004] However, it is necessary to deal with power outages other than network interruptions. The present invention aims to provide a program, a game device, a game management device, and a game system that allow a game to continue without causing a disadvantage to the player even if a power outage occurs.

[0005] One aspect of the present invention is a program that causes a computer to function as a user identification information acquisition means that acquires user identification information that identifies a user, a game execution means that executes a competitive game, a payment means that settles the payment of a fee, and an execution control means that acquires user identification information and, provided that a power outage occurs after payment for the competitive game, controls the execution of the competitive game by the game execution means without requiring another payment upon restart.

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

[0007] One aspect of the present invention is a program that causes a computer to function as: user identification information acquisition means that acquires user identification information about a player from a game device; game execution means that executes a competitive game between the player and an opposing player or partner player; competitive game completion recording means that records the user identification information and the completion of the competitive game in association with each other; and a game execution control unit that causes the game device to start the game from a first stage, provided that the acquired user identification information and the completion of the competitive game have been recorded in association with each other, and that causes the game device to start the game from a second stage following the first stage, provided that the acquired user identification information and the completion of the competitive game have not been recorded in association with each other.

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

[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 comprises: user identification information acquisition means for acquiring user identification information relating to a 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 a main menu on the game device; game execution means for executing a competitive game between the player and an opposing player or partner player; competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; and, provided that the acquired user identification information and the completion of the competitive game are recorded in association with each other, and a game execution control unit that instructs the game device to issue a first execution command, and instructs the game device to issue a second execution command, on condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other; the game device comprises user information acquisition means that acquires user identification information, payment means that settles the payment of a fee, and execution control means that starts the game from a first stage, on condition that the first execution command has been instructed, and starts the game from a second stage following the first stage, on condition that the second execution command has been instructed; the first stage of the game extends from the acquisition of user identification information in the game device to the payment of the fee and the presentation of a main menu, and the second stage is from the presentation of the main menu onwards.

[0010] According to the present invention, it is possible to provide a game device and a program that avoid a decrease in interest caused by a power outage.

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

[0012] An embodiment of the present invention will now be described. <Overall Configuration> Fig. 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in Fig. 1, the game system is configured to include one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 can be connected to a communication line N and can communicate with each other. The communication line N refers to a communication path through which data communication is possible. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), as well as communication networks such as telephone communication networks, cable networks, and the Internet, and the communication method can be either wired or wireless.

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

[0014] Basically, there are multiple game devices 1, each operated by a player. For example, multiple game devices 1 are installed in a store and operated by players visiting the store. The server 2 is a server system including one or more server devices and storage devices. The server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game and distribute game programs and data necessary for running the game on the game device 1. Furthermore, as will be described in detail later, when a player is identified when using the game device 1, i.e., when a competitive game service is provided after the player has been identified, the server 2 updates the information managed about each player based on the usage details (game play history). Furthermore, as will be described later, the server 2 also matches players to become partners so that players can partner up and compete against other players.

[0015] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 via the server 2 and communication line N, but the game is not limited to competitive games between players (humans) and also includes cases where one of the players is a non-player character provided by the server 2. Furthermore, games for which a play experience is provided on the game device 1 are not limited to competitive games between players and may include games designed for single player use.

[0016] <Game Items> To facilitate understanding of the configuration of the present embodiment, the following describes game items used in the competitive game according to the present embodiment. The competitive game according to the present embodiment uses multiple types of game items.

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

[0018] The second type of game item (game card) according to this embodiment includes multiple types of game elements. The game elements are characters (characters, mounts, items, etc.) and are represented as images, virtual or physical items, etc. The images include still images and videos. The competitive game according to this embodiment includes a first type of game element and a second type of game element.

[0019] The first type of game element is associated with an object having a physical volume. One example is a game card, which is an object (real object) having a physical volume. Note that the first type of game element is not limited to a game card, and may be any object configured to identify a character associated with the first type of game element. The first type of game element may be, for example, a shaped object such as a figurine having 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 appearing in a competitive game in which a play experience is provided on the game device 1. The character to which a game card is associated can be identified by a game card reader (described later) acquiring identification information (element ID) for identifying the character attached to the game card. The identification information (game card ID) may be attached to the game card by, for example, printing a one-dimensional or multidimensional code obtained by converting the identification information for identifying the character onto the game card, or by other methods, such as recording the identification information on a near field communication (NFC) tag or IC chip included in the game card.

[0021] In a competitive game, each player can use multiple game cards, and by obtaining information from the game card prior to the start of the game (before the sequence in which the game card is actually operated to progress begins), the character associated with the game card can be registered as a first type of game element that will appear in the game (to be used by the player).

[0022] In this embodiment, there are multiple first-type game elements that the player can have appear in the game, but there are mainly two types: first character elements and second character elements. The first character elements are pilots, and the second character elements are aircraft operated by the pilots. Furthermore, each of the first character elements and second character elements is divided into multiple types.

[0023] The types of pilots, which are the first character elements, include, for example, annihilation type, control type, and defense type. The annihilation type is a type that attacks the opponent player's aircraft with priority, and attacks the opponent player's base (battleship, etc.) when the opponent player does not have an aircraft. The control type is a type that attacks the opponent player's base (battleship, etc.). The defense type is a type that defends the player's base (battleship, etc.). Note that the types and numbers are merely examples, and are not limited to these types and numbers. For example, multiple attack types may be provided depending on the types of the opponent player's game elements, such as an attack type that can only attack the opponent player's X-type game elements and an attack type that can only attack the opponent player's Y-type game elements.

[0024] The type (classification) of the aircraft piloted as the second character element may be, for example, a close-range type, a long-range type, or a mobile type. The close-range type is a type that excels in high-powered close-range attacks. The long-range type is a type that excels in attacks aimed at the enemy from a long distance. The mobile type is a type that excels in dodging long-range attacks and quickly closing the distance to the enemy to attack. Note that the types (classifications) and their numbers are merely examples, and are not limited to these types and numbers.

[0025] These types (classifications) do not necessarily correspond one-to-one to each character element, but may correspond one-to-many. For example, a piloted mech, which is a second character element, may have two types: a defensive type and a long-range type. A piloted mech with such a type can attack game elements located far away from the opposing player using a long-range weapon in order to protect the player's other game elements.

[0026] Furthermore, the first character element and the second character element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) suited to their type, in addition to character information on the type or type of the first character element or the second character element. For example, a close-range type character will have parameters specialized for close-range attacks. These various parameters may be changed as the fighting game progresses.

[0027] Furthermore, some first character elements or second character elements have special abilities called abilities, tactical moves, or skills. These abilities, tactical moves, and skills are used to gain an advantage in the game and enhance game elements. For example, one such ability may increase the attack power of an opposing player against game elements for a specified period of time when certain activation conditions are met. Abilities, tactical moves, and skills may be activated automatically when the activation conditions are met, or may be activated at the player's discretion when the activation conditions are met. Furthermore, some abilities, tactical moves, and skills can be activated only once during a match, while others can be activated multiple times.

[0028] FIG. 2 is a diagram showing an example of a game card P1 (pilot card) in which the first character element is a pilot whose type is annihilation-type character information. By reading the identification information and the like written on the game card P1 with the game element reading unit, the game device 1 can acquire the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 (pilot unit card) in which the second character element is a piloted unit whose type is a long-range type and whose ability is destruction (attacks when a locked-on enemy unit enters its attack range). By reading the identification information and the like written on the game card M1 with the game element reading unit, the game device 1 can acquire the character information and abilities of the game card M1.

[0029] Furthermore, in the battle game of this embodiment, character elements called units (hereinafter sometimes referred to as squadrons) appear. These units are composed of a combination of a pilot, which is a first character element, and a mech, which is a second character element. That is, a player can associate and register a pilot as an element that operates the mech in the battle game. This allows a player to have a unit, consisting of a mech and a pilot, appear in the battle game.

[0030] The capabilities of a unit can be, for example, the sum of 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 pilot's aircraft, which is the second character element. Furthermore, the unit has behavioral characteristics that define (or restrict) the actions that the unit can take in a battle in a fighting game. The behavioral characteristics of the unit are subordinate to (dependent on) at least one of the constituent elements: the pilot's type (classification), which is the first character element, and / or the aircraft's type (classification), which is the second character element. If the behavioral characteristics of a unit are subordinate to the pilot's type (classification), which is the first character element, the behavioral characteristics reflect the pilot's type, rather than the aircraft's type (classification). For example, if the pilot constituting the unit is an annihilation type, the unit will have an annihilation type behavioral characteristic.

[0031] Furthermore, the type of a unit may be subordinate to the type (classification) of the piloted mech, which is a second character element that is a component of the unit. For example, if the type of the piloted mech that constitutes the unit is a mobile type, the behavioral characteristics of the unit will be mobile type.

[0032] In this way, when a unit's behavioral characteristics and type are subordinate to only one type of character element, the player must consider the types of pilot and aircraft and select the pilot and aircraft that make up the unit so that the unit's capabilities can be fully utilized. If the types of the first type of game elements (pilot and aircraft) that make up the unit are selected appropriately, the unit's behavioral characteristics and capabilities will match, allowing the unit's capabilities to be fully utilized.

[0033] Next, the second type of game elements will be described. The second type of game elements differ from the first type of game elements in that the second type of game elements are not associated with real objects such as game cards. The second type of game elements are game elements that can appear in the game through evaluation information on the player's evaluation, rewards obtained by completing game events, exchange for in-game currency, etc. However, like the first type of game elements, they do not necessarily exclude association with real objects such as game cards.

[0034] <Game Overview> Next, an overview of the battle game will be described. The battle game of this embodiment has a normal battle mode in which players battle each other individually, and a cooperative battle mode in which two or more players form a group to complete a mission. The cooperative battle mode is a mode in which a player forms a group with another player and challenges a single mission. This cooperative battle mode will be described later.

[0035] This game includes a first and a second phase. The first phase includes detecting the price, paying out game items (game cards), and presenting a main menu that notifies the user of user information (new experience points and item grants) and announcements from the management. The second phase is the processing of the competitive game after presenting the main menu, and includes a menu phase, a matching phase, a competitive phase, and an update phase.

[0036] The menu phase in this embodiment is a phase for selecting a battle mode. The battle phase is a phase for registering various game cards (first type of game elements), generating units, and using those units to battle. There are two types of matching phases in this embodiment, depending on the battle mode. When the normal battle mode is selected, an opponent is matched. When the cooperative battle mode is selected, a battle partner is matched.

[0037] The battle phase of this embodiment progresses by deploying (placing) the units (troops) registered for each player on a game field of a specified size, and performing movement and attack actions (the execution of these actions is accepted by the operation input unit described below).

[0038] FIG. 4 is a diagram showing an example of a game field in a battle game of this embodiment. In one aspect shown below, the battle field 30 includes a deployment unit area 31, a first area 32, and a second area 33. The deployment unit area 31 contains units that can be deployed (appear). The first area 32 is the player's area, where the player's base (a first type of game element) is located. The second area 33 is the opposing player's area, where the opposing player's base (a first type of game element) is located. The player who destroys the opposing player's base (reducing its durability to 0) as a result of an attack by one of their units wins the battle 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 a battle mode in which two or more players cooperate to battle an opposing player, such as the cooperative battle mode described below, each player is assigned a zone.

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

[0040] In the update phase of this embodiment, the results of the competitive game played in the competitive phase are reflected in the profile card described below. The game results reflected in the user's profile card are experience points, etc., which determine the user's level. The user's level is used as a reference when matching and for rankings, etc.

[0041] <Game Features and Terminology> Next, the features and terminology of the game in this embodiment will be described. FIG. 5 is a diagram for explaining the features of the game in this embodiment. In the game in this embodiment, it is possible to present 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 information related to the player's battle history, but also evaluation information of the player received from other players, the player's level, acquired titles, and other information. In this embodiment, an image containing profile information will be referred to as a profile card.

[0042] In addition, in the game of this embodiment, in order to assign a rating to the player of the presented profile card, a rating assignment means for assigning a rating is also presented at the same time. The rating assignment means is, for example, a rating button for assigning a rating to the player. In this embodiment, a screen including the profile card and the rating assignment means (rating assignment button) is referred to as a profile screen.

[0043] The player's profile screen is presented, but the player on whose profile screen is presented differs depending on the situation. First, differences in the player's profile screen due to differences in the battle mode (mode) will be explained. In this embodiment, there is a normal battle mode in which a first player and a second player battle one-on-one, and a cooperative battle mode in which a first player and a third player form a cooperative pair and battle the cooperative pair against the second player. The second player in the normal battle mode includes not only a real player, but also a non-player character with which the CPU battles on behalf of the real player. The opposing player (second player) in the cooperative battle mode is, in principle, a non-player character (e.g., a boss character) with which the CPU battles.

[0044] In the normal battle mode, the profile screen presented to the first player is the profile screen of the opponent, the second player, and the profile screen presented to the second player is the profile screen of the opponent, the first player. Note that if the second player is a non-player character, the profile screen of the non-player character who is the second player may be presented to the first player, but no profile screen is presented to the non-player character who is the second player.

[0045] In the cooperative battle mode, the profile screen presented to the first player is the profile screen of the third player who is also a cooperative player, and the profile screen presented to the third player is the profile screen of the first player who is also a cooperative player. Note that no profile screen is presented to the non-player character who is the second player.

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

[0047] The pilot image 90 is an image of a pilot, who is a character of a first type of game element. The pilot image 90 is not limited to the pilot image on a pilot card owned by the player, but can also be selected from pilot images prepared by the game operator. The aircraft image 91 is an image of a aircraft, who is a character of a first type of game element. The aircraft image 91 is not limited to the image of a aircraft on a aircraft card owned by the player, but can also be selected from aircraft images prepared by the game operator. The background image 92 is a background image on a profile card, and can be selected from background images prepared by the game operator. The evaluation information 93 is evaluation information (number of evaluations) of the player by other players. The player information 94 is information about the player, such as the player's name (nickname, etc.), player level, player rank, number of times the game has been played, etc. 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 by accumulating points that are obtained when the player wins ranked matches, which are special battles. Guild information 95 is information about the guild to which the player belongs. Battle mode information 96 is the battle mode that the player prefers. Battle modes include a first type of normal battle mode, a second type of normal battle mode, and a cooperative battle mode, and the player selects the battle mode that they prefer. Play time period information 97 is the time that the player mainly plays the game and is set by the player. Title information 98 is information about titles that the player edits according to their preferences. Insignia information 99 is insignia that can be obtained by winning a number of battles and completing specified missions.

[0048] <Configuration of Game Device 1> Next, a device for executing the game described above will be described. Fig. 7 is a block diagram showing an example of the functional configuration of the game device 1 according to an embodiment of the present invention.

[0049] The game device 1 includes 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 memory 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, operation input signals from the user card reading unit 102, game element reading unit 103, and 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, and an IC memory. Specifically, the processing unit 100 controls the operation of each component by reading out the operation programs of each component recorded in the memory unit 109, for example, and expanding and executing the programs in memory.

[0051] The processing unit 100 records an execution history of the startup process and shutdown process of the game device 1 in log information in the storage unit 109. The processing unit 100 includes, as 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 function of the display unit 101 can be realized by a display device such as a flat panel display such as a liquid crystal display, a projector, or a head-mounted display. The user card reading unit 102 reads and outputs user identification information from an ID card held by the user. Reading of the user identification information from the ID card can be achieved, for example, by converting the ID card's identification information into a one-dimensional or multidimensional code printed on the ID card and reading the one-dimensional or multidimensional code. Furthermore, if the ID card's identification information is recorded on a near field communication (NFC) tag or IC chip included in the game card, the information is read from the tag or IC chip. 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 a first type of game element to be made to appear in the game from a game card held by the user. Reading the first type of game element from a game card is similar to reading an ID card, so a detailed description will be omitted. The read information is output to the processing unit 100.

[0054] The operation input unit 104 allows the user to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 100. The function of the operation input unit 104 can be realized by, for example, elements that are directly operated by the user's fingers, such as a touch panel, touch operation pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. The operation input unit 104 may be a touch operation panel attached to the display unit 101.

[0055] The price detection unit 105 detects that a price has been paid on the game device 1. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin has been inserted into an insertion slot provided on the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to predetermined electronic money. The game device 1 of this embodiment will be described as starting to provide a service including the experience of playing a series of games based on the payment of the price for starting the provision of the service.

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

[0057] The supply unit 108 is a card dispenser configured to be able to dispense the game cards one by one from the storage unit configured in the supply unit 108. The game cards dispensed from the supply unit 108 are guided to an accessible space through an outlet provided in the game device 1 and are provided to the user.

[0058] The storage unit 109 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The storage unit 109 stores operation programs for each unit of the game device 1, as well as information on parameters required for the operation of each unit and various graphics data used in the fighting game executed by the game device 1.

[0059] The storage unit 109 also stores a game element database (game element DB). The game element DB is a database that manages information (element information) about each first-type game element that appears in the game. In the game device 1 of this embodiment, a user can make a first-type game element associated with a game card appear in the game by placing the game card on the game element reading unit 103 provided in the game device 1 during game play and having the game element reading unit 103 acquire information. The element information managed for one first-type game element includes: type information that indicates a type in the game assigned to the first-type game element in association with an element ID (identification information) that uniquely identifies the first-type game element; drawing information including graphics data and the like used to generate a screen when the first-type game element appears in the game; parameter information (character information) that describes the name, attributes, and the like of the first-type game element as well as parameters and the like determined for each element level of the first-type game element; and ability information that describes activation conditions, activated effects, and the like. The parameter information and ability information are information that is referenced in a game in which the first type of game element appears, 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 includes these pieces of data, but the present invention is not limited to this. The element information may also include information indicating the storage location of each piece of information.

[0061] Next, the main functional units of the processing unit 100 will be described, including 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 launch execution control unit 117. When the user information acquisition unit 110 acquires user identification information from an ID card, it temporarily holds the user identification information. The user information acquisition unit 110 acquires a profile card from the server 2 based on the user identification information. When the competitive game ends, the user information acquisition unit 110 deletes the temporarily held user identification information.

[0062] The game element acquisition unit 111 acquires an element ID of a 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 element ID of the acquired game card from the game element DB. The game element acquisition unit 111 then associates the game element ID, type information, drawing information, parameter information, and ability information and outputs them to the game execution unit 112.

[0063] The matching unit 112 matches an opponent or a fighting 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 cooperative battle is selected, the matching unit 112 matches a fighting partner. The matching unit 112 obtains a profile card of the matched opponent or fighting partner from the server 2 and outputs it to the display control unit 114 as introduction information.

[0064] The matching unit 112 deletes the acquired opponent or competing partner profile card after the game execution process ends. The game execution unit 113 controls the entire game (including the display of game images) from the start to the end of the competitive game. The game execution unit 113 starts the competitive game when the price detection unit 105 detects payment of the price. When the user selects the competitive mode and preparations for the competition are complete, the game execution unit 113 controls the progress of the competition in accordance with the user's operation input on the first type of game element. After the game is executed, 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 drawing device such as a GPU, and performs predetermined drawing processing when generating a screen to be displayed on the display unit 101. Specifically, while the game device 1 is running (while a service is being provided or in standby mode), the display control unit 114 performs necessary arithmetic processing on necessary drawing objects (graphics data) based on the processing and commands performed by the processing unit 100, and draws the screen. The display control unit 114 controls the display of various information (game screens, menu screens, etc.) for the user of the game device 1 on the display unit 101. The display control unit 114 also controls the display of profile information output by the matching unit 112 on the display unit 101.

[0066] The update unit 115 transmits 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 controls the supply of game cards upon confirming payment of the price.

[0067] When game device 1 is started up, startup execution control unit 117 checks the log information in storage unit 109 and detects whether a power outage has occurred based on whether the startup occurred after shutdown processing was executed. When startup execution control unit 117 detects that a power outage has occurred, it checks whether user information acquisition unit 110 holds user identification information and determines 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 of the present invention will be described. After startup, the game device 1 executes authentication processing, price payment processing, matching processing, and competitive game execution processing in this order. This series of processing flows is called normal processing. In the power outage processing, at least the price payment processing is not executed.

[0069] After executing a predetermined startup process, the game device 1 enters a standby state, in which the device waits for an operation from the user. In the standby state, the display screen displays the title of the game, promotional images conveying the game content and the appeal of the game, and the like.

[0070] When the operation input unit 104 detects an operation to play a game from the user during the standby state, it executes an authentication process. In the authentication process, the user information acquisition unit 110 transmits user identification information acquired from an IC card held by the user to the server 2, and executes the user authentication process by acquiring a profile card associated with the user identification information.

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

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

[0073] In the normal processing, the authentication processing, the payment processing, the matching processing, and the competitive game execution processing are executed in this order. In the power outage processing, the payment processing is not executed, so if the same user as at the time of the power outage uses the game device 1 when the game device 1 is started up after the power outage, no game card will be supplied.

[0074] <Start-up operation after power interruption> The start-up operation after power interruption will be described using the flowchart of Fig. 8. When the start-up process of the game device 1 is executed, the start-up execution control unit 117 checks the log information in the storage unit 109 and detects whether the start-up has occurred after a shutdown process has been executed (S101).

[0075] In the case of startup after the shutdown process has been executed, it is confirmed whether the user information acquisition unit 110 holds the user identification information (S102). If the user identification information is held, it is determined that the power interruption process should be executed (S103), and the authentication process is executed (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 to determine whether they match (S105). If they match, a matching process is executed (S106). In the matching process, the matching with the opponent or competition partner on the profile card held by the matching unit 112 is canceled, and a new matching is executed. At this time, the profile card held by the matching unit 112 is deleted, and a new matching profile card is acquired.

[0077] After the matching process is executed, a competitive game execution process is executed (S107). When the competitive game execution process is completed, the user identification information is deleted (S108). The profile card is deleted (S109). If it is determined in step S101 that a shutdown has been executed, if no user identification information is held in S102, or if it is determined in S105 that the held user identification information is not the same as the acquired identification information, normal processing is executed (S110).

[0078] In the above embodiment, an example has been described in which a competitive game that progresses by displaying a screen in which game elements of a first type are arranged on a game field is applied to the game device 1. However, the present invention is applicable to any device that can execute a game that progresses by displaying a screen of a game field in which game elements of a first type are arranged.

[0079] Furthermore, in addition to checking whether the user information acquisition unit 110 holds user identification information, it may also be possible to check, based on the log information, whether a power outage occurred during the execution of any of the following processes, which are performed in this order: authentication process, price payment process, matching process, and competitive game execution process. In such a configuration, the processing unit 100 records in the log information the execution history of the authentication process, price payment process, matching process, and competitive game execution process, in addition to the startup process and shutdown process of the game device 1.

[0080] In addition, in the above embodiment, when matching is performed during power outage processing, the matching is canceled once and a new matching process is performed, but the matching process may also be performed with an opponent or playing partner on a profile card held by the matching unit 112.

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

[0082] <Second embodiment> A second embodiment will be described. In the second embodiment, a case where a response process in the event of a power outage is performed in cooperation between the game device 1 and the server 2 will be described. Note that detailed descriptions of the same parts as in the first embodiment will be omitted.

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

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

[0085] The player information management unit 201 manages player information of players using a player database 211. The player database 211 is a database that manages information (player information) indicating game usage status associated with each player for a game for which a play experience is provided on the game device 1. The player information is information for managing the usage history of game play functions for each player and various game elements that are available to the player. The player information is sequentially updated based on the player identification information (player ID) obtained from a player card in accordance with the results of play using that player card on the game device 1. The game device 1 can provide game play that reflects the previous game play.

[0086] 10 is a diagram showing an example of the player database 211. In the player database 211, one player is assigned to one record, and one record includes a field for a player ID (identification information), a field for a player name, a field for the player's level, a field for the player's rank, a field for the player's number of plays (number of games executed), a field for player progress information, a field for reward information, a field for evaluation information, and a field for a game completion flag.

[0087] The player ID field contains identification information that uniquely identifies a player. The player name field contains the player's nickname, etc. The player level field contains a value that increases as the player accumulates experience points gained by playing matches. The player rank field contains a value that increases as the player accumulates points earned by winning ranked matches, which are special matches. The player's number of plays (number of games played) field contains the number of times the player has played the game. The progress status information field contains progress information indicating the stage to which a specific story has progressed, performance information indicating the player's performance in a competitive game, etc. The reward information field contains information such as IDs of items acquired by completing in-game events, etc. The evaluation information field contains the player's evaluation. As described below, the game completion flag field contains a flag when the server 2 receives a player ID and completes the game for that player ID for each game.

[0088] Each time a player completes (ends) a competitive game, the player information management unit 201 receives battle record information, experience points, and the like transmitted upon completion of the competitive game from the game device 1, and updates the record of the player ID in the player database 211. The player information management unit 201 records that the game for that player ID has been completed by updating the record of the player ID in the player database 211. Specifically, for each game, when that game is completed, the player information management unit 201 writes a game completion flag for that game in a field.

[0089] Furthermore, when the player information management unit 201 receives a player ID transmitted from the game device 1 at the start of a game, it determines whether the competitive game of the player with that player ID has been completed. The player information management unit 201 determines whether the competitive game has been completed based on whether a completion flag has been set for all games. If there is even one game for which a completion flag has not been set, the player information management unit 201 determines that the game is incomplete.

[0090] If all games have been completed, the player information management unit 201 reads the player information from the record for that player ID in the player database 211, and transmits the player information and a completion notice indicating that all games for the player with that player ID have been completed to the game execution management unit 202. Note that the player information is information necessary for the main menu of the game displayed on the game device 1, and may further include the latest notice information, etc. On the other hand, if all games have not been completed, the player information management unit 201 reads the player information from the record for that player ID in the player database 211, and transmits the player information and an incompletion notice indicating that the games for the player with 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, such as the execution of matches held on the game device 1 and rewards obtained from matches. The game execution management unit 202 receives a completion notification or an incompletion notification of the match game from the player information management unit 201, and in the case of a completion notification, transmits a normal execution processing command for causing the game device 1 to execute a normal game and user information to the game device 1. On the other hand, in the case of an incompletion notification, transmits a power interruption execution processing command for causing the game device 1 to execute a game at the time of power interruption and user information to the game device 1.

[0092] The profile information management unit 203 manages player profile information using the profile information database 212. Fig. 11 is a diagram showing an example of the profile information database 212. In the profile information database 212, one player is assigned to one record, and one record includes a field for player ID, a field for registration information, a field for pilot image, a field for piloted mecha image, a field for background image, a field for evaluation information, a field for player information, a field for participating guild information, a field for battle mode, a field for main play time, a field for title information, and a field for insignia information.

[0093] The player ID field is a field in which the player ID is entered. The registration information field is a field in which whether or not profile information is registered is entered. If profile information is registered, "1" is entered, and if profile information is not registered, "0" is entered. The pilot image field is a field in which a pilot image selected by the player is registered. The aircraft image field is a field in which an aircraft image selected by the player is registered. The background image field is a field in which a background image selected by the player is registered. The evaluation information field is a field in which parameters of evaluation information of other players regarding the player, such as the number of evaluations, are entered. The player information field is a field in which information such as the player's name (nickname, etc.), player level, player rank, etc. is entered. The participating guild information field is a field in which the guild ID (identification number) of the guild in which the player is participating is entered. The battle mode field is a field in which the player's preferred battle mode selected is entered. The main play time field is a field in which the time selected by the player (the time the player mainly plays the game) is recorded. The title information field is a field in which information on titles edited according to the player's preferences is recorded. The badge information field is a field in which the player's number of victories in matches and badges obtained by completing specified missions are recorded.

[0094] In addition to managing the profile information of the real players described above, the profile information management unit 203 also stores registered profile information for non-player characters with which the CPU executes the game. If a competing player or an allied player cannot be matched with a real player during matching and the competing player or allied player becomes a non-player character, the registered profile information for the non-player character is transmitted to the game device 1.

[0095] The opponent player matching unit 204 performs a process for matching between players in the first type of normal battle mode provided in the game system of this embodiment. Through the matching process, a session is established for, for example, two game devices 1 that simultaneously transmitted matching requests among the game devices 1 connected to the server 2, and the two game devices 1 transition to a state in which information communication related to the battle game is possible. When matching between players, the level difference between the players is matched within a predetermined range so that there is no discrepancy in level between the players. Furthermore, if the opponent player matching processing unit 204 cannot match a real player that meets the above-mentioned conditions, it may match the real player with a non-player character that meets the conditions instead.

[0096] In addition, in the second type of normal battle mode provided in the game system of this embodiment, the battle player matching unit 204 matches players with predetermined non-player characters. The alliance pair matching unit 205 matches players with each other as alliance pairs. In principle, the alliance pairs to be matched are real players, but real players may also be matched with non-player characters.

[0097] The opponent player matching unit 204 and the cooperative pair matching unit 205 store the opponent players and cooperative players with whom the player has been matched, and in the case of a re-matching request after the game device 1 is restored after a power outage, the player will not be matched with the opponent players and cooperative players with whom he or she was matched before the power outage.

[0098] The storage unit 21 is a storage device capable of holding data, such as a non-volatile memory or HDD. The storage unit 21 stores information such as parameters required for the operation of each block, in addition to the operation programs of each block held by the server 2. The storage unit 21 also stores a player database 211, a profile information database 212, a guild database 213, and a 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 the external device via a communication line N (whether wired or wireless) and transmit and receive data. The communication unit 22 converts, for example, information input as a transmission target into data in a predetermined format and transmits the data to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from the external device via, for example, the communication line N.

[0100] Next, the operation between the game device 1 and the server 2 will be described. Fig. 12 is a flowchart for explaining the operation between the game device 1 and the 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 transmits the acquired user ID to the server 2 (Step 1001).

[0101] When the player information management unit 201 of the server 2 receives the player ID (Step 1020), it acquires player information associated with the player ID (Step 1021). The player information management unit 201 determines whether the player's competitive game has been completed based on the acquired player information (Step 1022). If the game for that player ID has been completed (Step 1023), it reads the player information from the record for that player ID in the player database 211 and transmits the player information and a completion notice to the game execution management unit 202. Then, when the game execution management unit 202 receives the completion notice from the player information management unit 201, it transmits a normal execution processing command for causing the game device 1 to execute a normal game, and user information, to the game device 1 (Step 1024).

[0102] On the other hand, if the game for that player ID has not been completed (Step 1023), the game execution management unit 202 transmits the player information and a game incompletion notification to the game execution management unit 202. Then, upon receiving the incompletion notification from the player information management unit 201, the game execution management unit 202 transmits to the game device 1 a power failure execution processing command for causing the game device 1 to execute the game at the time of power failure, and the user information (Step 1025).

[0103] The game execution unit 113 of the game device 1 determines the processing command (Step 1002). If the received command is a normal execution processing command (Step 1003), each execution unit of the game device 1 performs payment (Step 1004), pays out cards (Step 1005), and displays the main menu (Step 1006) (implementation of the first stage of the game).

[0104] Next, the matching unit 112 and the game execution unit 113 of the game device 1 request matching and execute the competitive game (Step 1007). Then, when the game execution unit 113 completes the game, it transmits a game completion notice (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 does not perform payment (Step 1004) or card payout (Step 1005), but instead displays the main menu (Step 1006) and performs subsequent processing (executing the second stage of the game). Then, the matching unit 112 and the game execution unit 113 of the game device 1 request re-matching and execute the competitive game (Step 1007). Then, when the game execution unit 113 completes the game, it transmits a game completion notice (Step 1008).

[0105] The opponent player matching unit 204 and the allied pair matching unit 205 of the server 2 perform matching processing (Step 1026). Note that in the case of a re-matching request after the game device 1 is restored after a power outage, the opponent player and allied player who were matched before the power outage are not matched.

[0106] When the player information management unit 201 of the server 2 receives the game completion notification, it updates the player database 211 based on the game result and enters a completion flag in the game completion flag field of the player database 211 (Step 1027). This completes the description of the operations of the game device 1 and the server 2.

[0107] According to the second embodiment, as in the first embodiment, even if the power supply to the game device 1 is cut off due to an unexpected event, the game can be continued upon restoration without causing any disadvantage to the player. Furthermore, since the server 2 controls the commands issued when the power supply is cut off, the game device 1 only needs to control the start stage in accordance with two processing commands, which simplifies the processing on the game device 1 side.

[0108] The above embodiments do not limit the scope of the invention claimed 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 arbitrarily. Some or all of the above embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0109] (Supplementary Note 1) A program that causes a computer to function as: a user identification information acquisition means that acquires user identification information that identifies a user; a game execution means that executes a competitive game; a payment means that settles the payment of a fee; and an execution control means that acquires the user identification information and, on condition that a power outage occurs after payment for the competitive game, controls the execution of the competitive game by the game execution means without requiring another payment upon restart.

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

[0111] (Supplementary Note 3) A program as described in Supplementary Note 1 or Supplementary Note 2, which causes a computer to function as a supply control means for controlling the supply of game items associated with game elements appearing in a competitive game, and the execution control means controls the execution of the competitive game by the game execution means after recovery startup without controlling the supply of the game items by the supply control means, on the condition that a power outage occurs after the supply of the game items.

[0112] (Supplementary Note 4) The program according to any one of Supplementary Note 1 to Supplementary Note 3, wherein the supply control means executes the supply of the second type of game item on the condition that a price is paid.

[0113] (Supplementary Note 5) A program described in any of Supplementary Note 1 to Supplementary Note 3, which causes a computer to function as a matching means for matching a player with an opposing player or partner player, and which, on the condition that a power outage occurs after the matching between the player and the opposing player or partner player has been completed, cancels the matching between the player and the opposing player or partner player and matches the player with a new opposing player or new partner player.

[0114] (Supplementary Note 6) The program described in any one of Supplementary Note 1 to Supplementary Note 5, wherein the matching means cancels the matching between the player and the opposing player or partner player, and matches the player with a new opposing player or new partner player, on the condition that a power outage occurs while the player is playing a competitive game with the opposing player or partner player.

[0115] (Supplementary Note 7) A game device comprising: a user identification information acquisition means for acquiring user identification information for identifying a user; a game execution means for executing a competitive game; a payment means for settling payment of a price; and an execution control means for acquiring the user identification information and, on condition that a power outage occurs after payment for the competitive game, controlling the execution of the competitive game by the game execution means without requiring another payment upon restart.

[0116] (Supplementary Note 8) A program that causes a computer to function as: user identification information acquisition means that acquires user identification information related to a player from a game device; game execution means that executes a competitive game between the player and a competitive player or a partner player; competitive game completion recording means that records the user identification information and the completion of the competitive game in association with each other; and a game execution control unit that causes the game device to start the game from a first stage on condition that the acquired user identification information and the completion of the competitive game have been recorded in association with each other, and that causes the game device to start the game from a second stage following the first stage on condition that the acquired user identification information and the completion of the competitive game have not been recorded in association with each other.

[0117] (Appendix 9) The program described in Appendix 8 causes a computer to function as: 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 on a game device; and a user information transmission means for transmitting the user information to the game device; wherein the first stage of the game is from the acquisition of user identification information on the game device to payment of a fee and the presentation of the main menu, and the second stage is from the presentation of the main menu onwards.

[0118] (Supplementary Note 10) A program as described in Supplementary Note 8 or Supplementary Note 9, which causes a computer to function as a matching means for matching a player with an opposing player or partner player from the second stage onwards, and which cancels the matching between the player and the opposing player or partner player, and matches the player with a new opposing player or new partner player, on the condition that the acquired user identification information and the completion of the competitive game are not recorded in association with each other.

[0119] (Supplementary Note 11) A game management device comprising: user identification information acquisition means for acquiring user identification information related to a player from a game device; game execution means for executing a competitive game between the player and a competitive player or a partner player; competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; and a game execution control unit for causing the game device to start the game from a first stage on condition that the acquired user identification information and the completion of the competitive game have been recorded in association with each other, and causing the game device to start the game from a second stage subsequent to the first stage on condition that the acquired user identification information and the completion of the competitive game have not been recorded in association with each other.

[0120] (Supplementary Note 12) A game system including a game management device and a game device, wherein the game management device comprises: user identification information acquisition means for acquiring user identification information related to a 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 a main menu on the game device; game execution means for executing a competitive game between the player and a competitive player or a partner player; competitive game completion recording means for recording the user identification information and the completion of the competitive game in association with each other; and a game execution control unit for issuing a first execution command to the game device on condition that the acquired user identification information and the completion of the competitive game have been recorded in association with each other, and issuing a second execution command to the game device on condition that the acquired user identification information and the completion of the competitive game have not been recorded in association with each other; and the game device comprises: user information acquisition means for acquiring the user identification information; settlement means for settling payment of a price; an execution control means for starting a game from a first stage on condition that the first execution command has been instructed, and for starting a game from a second stage following the first stage on condition that the second execution command has been instructed, wherein the first stage of the game extends from acquisition of user identification information in the game device to payment of a fee and presentation of the main menu, and the second stage extends after presentation of the main menu.

[0121] 1 Game device 2 Server 100 Processing unit 101 Display unit 102 User card reading unit 103 Game card reading unit 104 Operation input unit 105 Price detection unit 106 Sound output unit 107 Communication unit 108 Supply unit 109 Storage unit 110 User information acquisition unit 111 Game element acquisition unit 112 Matching unit 113 Game execution unit 114 Display control unit 115 Update unit 116 Supply control unit 117 Startup execution control unit 201 Player information management unit 202 Game execution management unit 203 Profile information management unit 204 Competitive player matching unit 205 Alliance pair matching unit

Claims

1. A program that causes a computer to function as user identification information acquisition means for acquiring user identification information for identifying a user, game execution means for executing a battle game, settlement means for settling payment of a cost, and execution control means for acquiring the user identification information and controlling execution of the battle game by the game execution means without requiring re-settlement at the time of restart-up on the condition that a power failure has occurred after settlement of the battle game.

2. The program according to claim 1, wherein the execution control means controls execution of the battle game by the game execution means without requiring re-settlement on the condition that the user identification information acquired before the power failure matches the user identification information acquired after the power failure has occurred.

3. A program that causes a computer to function as supply control means for controlling supply of game items associated with game elements appearing in a battle game, and wherein the execution control means controls execution of the battle game by the game execution means without performing supply control of the game items by the supply control means after restart-up on the condition that a power failure has occurred after supply of the game items, the program according to claim 1 or claim 2.

4. The program according to claim 3, wherein the supply control means executes supply of the second type of game item on condition of settlement of payment of a cost.

5. A program that causes a computer to function as matching means for matching a player with an opponent player or a partner player, and wherein the matching means cancels the matching between the player and the opponent player or the partner player and executes matching between the player and a new opponent player or a new partner player on the condition that a power failure has occurred after the matching between the player and the opponent player or the partner player has ended, the program according to claim 3.

6. The program according to claim 5, wherein the matching means cancels the matching between the player and the opponent player or the partner player and executes matching between the player and a new opponent player or a new partner player on the condition that a power failure has occurred during execution of the battle game between the player and the opponent player or the partner player.

7. A game device comprising: a user identification information acquisition means for acquiring user identification information that identifies a user; a game execution means for executing a competitive game; a payment means for settling payment of a fee; and an execution control means for acquiring the user identification information and, on condition that a power outage occurs after payment for the competitive game, controlling the execution of the competitive game by the game execution means without requiring another payment upon restart.

8. A program that causes a computer to function as: a user identification information acquisition means that acquires user identification information related to a player from a game device; a game execution means that executes a competitive game between the player and an opposing player or partner player; a competitive game completion recording means that records the user identification information and the completion of the competitive game in association with each other; and a game execution control unit that causes the game device to start the game from a first stage on condition that the acquired user identification information and the completion of the competitive game have been recorded in association with each other, and that causes the game device to start the game from a second stage following the first stage on condition that the acquired user identification information and the completion of the competitive game have not been recorded in association with each other.

9. The program of claim 8, which causes a computer to function as: 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 on a game device; and a user information transmission means for transmitting the user information to the game device, wherein the first stage of the game is from the acquisition of user identification information on the game device to payment of a fee and presentation of the main menu, and the second stage is from the presentation of the main menu onwards.

10. A program as described in claim 8 or claim 9, which causes a computer to function as a matching means for matching a player with an opposing player or partner player from the second stage onwards, and which cancels the matching between the player and the opposing player or partner player, and matches the player with a new opposing player or new partner player, on the condition that the acquired user identification information is not recorded in association with the completion of the competitive game.

11. A game management device comprising: user identification information acquisition means for acquiring user identification information regarding a player from a game device; game execution means for executing a battle game between the player and an opponent player or a partner player; battle game completion recording means for recording the user identification information in association with the completion of the battle game; and a game execution control unit for causing the game device to start a game from a first stage on the condition that the acquired user identification information is recorded in association with the completion of the battle game, and causing the game device to start a game from a second stage following the first stage on the condition that the acquired user identification information is not recorded in association with the completion of the battle game.

12. A game system including a game management device and a game device, wherein the game management device comprises: user identification information acquisition means for acquiring user identification information regarding a 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 a main menu to the game device; game execution means for executing a battle game between the player and an opponent player or a partner player; battle game completion recording means for recording the user identification information in association with the completion of the battle game; and a game execution control unit for instructing the game device to issue a first execution command on the condition that the acquired user identification information is recorded in association with the completion of the battle game, and instructing the game device to issue a second execution command on the condition that the acquired user identification information is not recorded in association with the completion of the battle game, and the game device comprises: user information acquisition means for acquiring the user identification information; settlement means for settling the payment of a cost; and execution control means for starting a game from a first stage on the condition that the first execution command is instructed, and starting a game from a second stage following the first stage on the condition that the second execution command is instructed, wherein the first stage of the game includes acquiring user identification information in the game device, settling the cost, and presenting the main menu, and the second stage is after the presentation of the main menu.

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