CN108136256A - Game device and program - Google Patents
Game device and program Download PDFInfo
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- CN108136256A CN108136256A CN201680055446.1A CN201680055446A CN108136256A CN 108136256 A CN108136256 A CN 108136256A CN 201680055446 A CN201680055446 A CN 201680055446A CN 108136256 A CN108136256 A CN 108136256A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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Abstract
Description
技术领域technical field
本发明涉及一种游戏装置和程序,特别是涉及一种具有物品的读取和排出功能的游戏装置。The present invention relates to a game device and a program, and more particularly to a game device having functions of reading and discharging items.
背景技术Background technique
近年来,存在如下一种游戏装置:对于一次玩游戏,排出印刷有在游戏进行中曾出场的角色的印刷介质。In recent years, there is a game device that, for one game play, discharges a printed medium on which characters that have appeared during the game are printed.
在专利文献1所公开的游戏装置中,用户能够使预先决定为在游戏内容中出场的角色中的、与在游戏开始前读取的卡片对应的角色在游戏进行中出场来使用该角色。另外,在游戏结束时,排出将在游戏进行中曾出场的角色中的被选择的角色的图像以反映了游戏进行的状态(游戏状态(status)等)进行印刷而得到的卡片,用户能够在下一次以后玩游戏时从反映后的状态起使用该角色。In the game device disclosed in Patent Document 1, a user can use a character corresponding to a card read before the game starts, among characters predetermined to appear in the game content, to appear during the game. In addition, at the end of the game, a card printed with an image of a selected character among the characters that have appeared during the game in a manner that reflects the state of the game (game status (status) etc.) Use the character from the reflected state when playing the game once.
专利文献1:日本特开2015-116268号公报Patent Document 1: Japanese Patent Laid-Open No. 2015-116268
发明内容Contents of the invention
发明要解决的问题The problem to be solved by the invention
另外,以往,将与同一标题相关的游戏内容逐渐作为给予各不相同的游戏体验的多个种类的作品来提供。例如,附有A这一标题的游戏内容不只有一个作品,能够展开为与同一游戏类型相关的系列的后续作品、不同的游戏类型或不同的系列中的派生作品等多个种类的作品来提供。在与同一标题相关的多个游戏内容中,设计为主要角色、道具等游戏内对象共通地出场的情形也多,有时还提供了用于提供各游戏内容的设备间的联动元素、游戏内容间的数据联动元素等。In addition, conventionally, game content related to the same title has gradually been provided as a plurality of types of works providing different game experiences. For example, the content of the game with the title A is not only one work, but can be developed into multiple types of works such as follow-up works of the series related to the same game type, derivative works in different game types or different series, etc. . Among multiple game contents related to the same title, in-game objects such as main characters and props are often designed to appear in common. data linkage elements, etc.
另一方面,在与同一标题相关的不同的游戏内容间提供这样的联动元素的情况下,可能产生如下问题。例如,在被设定了用于能够在由第二游戏装置提供的第二游戏内容中使用的条件(以下称为获得条件)的角色在满足了该获得条件之后进行数据联动、由此被提供为在由第一游戏装置提供的第一游戏内容中也能够使用的情况下,可能由于该角色在第一游戏内容中的处理而降低用户的兴趣。更详细地说,在该角色被设定为能够使第一游戏内容中的游戏进行有利的角色的情况下,会通过达到第二游戏内容中的获得条件来使得能够使用该角色,由此可能由于所谓的游戏平衡的崩溃而削减用户对第一游戏内容的兴趣。另外,在第一游戏内容是进行用户间的对战的内容、与游戏内成绩的用户排位对应的内容等的情况下,可能妨碍只玩第一游戏内容的用户的有意义的玩游戏,从而可能削减兴趣。On the other hand, in the case where such linked elements are provided between different game contents related to the same title, the following problems may arise. For example, when a character set with a condition (hereinafter referred to as an acquisition condition) for use in the second game content provided by the second game device satisfies the acquisition condition, data linkage is performed, thereby being provided If the character is not usable in the first game content provided by the first game device, the user's interest may be lowered due to the handling of the character in the first game content. More specifically, in the case where the character is set as a character that can benefit the progress of the game in the first game content, the character can be used by meeting the acquisition conditions in the second game content, whereby it is possible The user's interest in the first game content is curtailed due to the collapse of the so-called game balance. In addition, when the first game content is a content for fighting between users, content corresponding to user rankings of in-game achievements, etc., meaningful game play by users who only play the first game content may be hindered, thereby Might cut interest.
本发明是鉴于上述的问题而完成的,其目的在于提供一种实现不同的游戏内容间的较佳的联动元素的游戏装置和程序。The present invention has been made in view of the above problems, and an object of the present invention is to provide a game device and a program that realize better linkage elements between different game contents.
用于解决问题的方案solutions to problems
为了达成前述的目的,本发明的游戏装置的特征在于,具有:执行单元,其基于在玩游戏时从物品获取到的物品信息,来执行使与该物品信息对应的角色或道具在游戏中出场的与第一游戏内容相关的游戏处理;指示单元,其在游戏处理的执行期间或执行后,进行与在游戏中出场的角色或道具相关的具有另外的物品信息的新物品的排出指示;以及控制单元,其基于物品信息,根据被获取该物品信息的物品是由哪个游戏装置排出的物品,来对指示单元进行控制,其中,在被获取物品信息的物品是由提供与第一游戏内容不同的第二游戏内容的另外的游戏装置排出的物品的情况下,控制单元对指示单元进行控制以使所述指示单元不进行与基于该物品信息而在游戏中出场的角色或道具相关的新物品的排出指示。In order to achieve the aforementioned object, the game device of the present invention is characterized in that it has: an execution unit that, based on item information acquired from items during game play, executes making a character or item corresponding to the item information appear in the game. The game processing related to the first game content; the instructing unit, during or after the execution of the game processing, performs the discharge instruction of new items with additional item information related to the characters or props appearing in the game; and The control unit controls the indicating unit based on the item information, according to which game device the item from which the item information is acquired is discharged, wherein the item from which the item information is acquired is different from the first game content. In the case of an item discharged by another game device of the second game content, the control unit controls the instructing unit so that the instructing unit does not perform a new item related to a character or an item appearing in the game based on the item information. discharge instructions.
发明的效果The effect of the invention
通过这样的结构,根据本发明,能够实现不同的游戏内容间的较佳的联动元素。Through such a structure, according to the present invention, better linkage elements between different game contents can be realized.
附图说明Description of drawings
图1是表示本发明的实施方式所涉及的游戏装置100的功能结构的框图。FIG. 1 is a block diagram showing a functional configuration of a game device 100 according to an embodiment of the present invention.
图2是例示了由本发明的实施方式所涉及的游戏装置100执行的第一游戏内容的玩游戏处理的流程图。FIG. 2 is a flowchart illustrating a game play process of the first game content executed by the game device 100 according to the embodiment of the present invention.
图3是例示了本发明的实施方式所涉及的使用角色的登记处理的流程图。FIG. 3 is a flowchart illustrating registration processing of a user role according to the embodiment of the present invention.
图4是例示了本发明的实施方式所涉及的卡片信息的生成处理的流程图。4 is a flowchart illustrating card information generation processing according to the embodiment of the present invention.
图5是例示了本发明的实施方式所涉及的由第一游戏装置和第二游戏装置排出的卡片的图。Fig. 5 is a diagram illustrating cards discharged by the first game device and the second game device according to the embodiment of the present invention.
图6是表示本发明的实施方式所涉及的各种信息的数据结构例的图。FIG. 6 is a diagram showing a data structure example of various information according to the embodiment of the present invention.
具体实施方式Detailed ways
[实施方式]下面,参照附图来详细地说明本发明的例示性的实施方式。此外,下面说明的一个实施方式对将本发明应用于作为游戏装置的一例的如下游戏装置的例子进行说明:该游戏装置提供游戏内容,该游戏内容能够使用由提供与同一标题相关的不同的游戏内容的另外的游戏装置排出的物品来玩游戏。但是,本发明能够应用于能够提供使用所排出的物品的游戏的任意的设备。[Embodiments] Hereinafter, exemplary embodiments of the present invention will be described in detail with reference to the drawings. In addition, one embodiment described below describes an example in which the present invention is applied to a game device that provides game content that can be used by providing a different game related to the same title as an example of a game device. The other game device of the content discharges items to play the game. However, the present invention can be applied to any device that can provide a game using discharged items.
另外,在本说明书等中,“标题”并不仅指对提供游戏的一个游戏作品赋予的游戏名、商品名,还用于以下目的:确定系列作品、派生作品等关于同一角色、世界观来提供的一系列作品群。因此,与同一“标题”相关的作品能够包括以能够在同一类型的游戏装置(游戏机台(Game Consoles)、游戏机壳体等硬件)上玩游戏的方式提供的多个种类的作品、或者以能够在不同类型的各个游戏装置上玩游戏的方式提供的多个种类的作品。In addition, in this manual, etc., "title" does not only refer to the game name and product name given to one game work that provides the game, but also is used for the purpose of identifying the same character and world view provided by series works, derivative works, etc. A series of works. Therefore, works related to the same "title" can include multiple types of works provided in such a way that games can be played on the same type of game devices (hardware such as game consoles, game console casings), or Various kinds of works provided in such a manner that games can be played on various game devices of different types.
另外,在本说明书等中,设为“游戏内容”表示这样的一系列作品群中的一个作品(一个提供单位)来进行说明。即,一个游戏内容用于在规定的游戏装置中执行了对应的处理的情况下提供与该游戏内容相关的游戏(用户体验),即使是与同一标题相关的游戏内容,也按每个游戏内容而使提供的内容、操作方法等的至少一部分不同。In addition, in this specification and the like, the description will be made assuming that "game content" means one work (one provider) in such a series of work groups. That is, one game content is used to provide a game (user experience) related to the game content when the corresponding process is executed in a predetermined game device, and even if it is a game content related to the same title, each game content Instead, at least a part of the provided content, operation method, etc. is different.
在以下的说明中,将在本实施方式所涉及的游戏装置100中被提供来玩游戏的游戏内容设为“第一游戏内容”,将虽然是与同第一游戏内容相同的标题相关的游戏内容但与第一游戏内容不同的内容设为“第二游戏内容”。另外,在需要严格区别的情况下,将包括游戏装置100的提供与第一游戏内容相关的游戏的游戏装置称为“第一游戏装置”。另外,与其对应地,将提供与第二游戏内容相关的游戏的上述另外的游戏装置称为“第二游戏装置”。In the following description, the game content provided to be played on the game device 100 according to this embodiment is referred to as "the first game content", and although it is a game related to the same title as the first game content, Contents that are different from the first game content are set as "second game content". In addition, when a strict distinction is required, a game device including the game device 100 that provides a game related to the first game content is referred to as a "first game device". In addition, correspondingly, the aforementioned other game device that provides a game related to the second game content is referred to as a "second game device".
<<游戏装置100的结构>>图1是表示本发明的实施方式所涉及的游戏装置100的功能结构的框图。<<Structure of Game Device 100 >> FIG. 1 is a block diagram showing a functional structure of a game device 100 according to an embodiment of the present invention.
控制部101例如是CPU,对游戏装置100所具有的各模块的动作进行控制。具体地说,控制部101读出例如记录介质102中记录的各模块的动作程序,并在存储器103中展开并执行该动作程序,由此对各模块的动作进行控制。The control unit 101 is, for example, a CPU, and controls the operation of each module included in the game device 100 . Specifically, the control unit 101 reads, for example, the operating program of each module recorded in the recording medium 102 , expands and executes the operating program in the memory 103 , thereby controlling the operation of each module.
记录介质102例如是非易失性存储器、HDD等能够永久地保持数据的记录装置。记录介质102除了存储游戏装置100所具有的各模块的动作程序以外,还存储在各模块的动作中所需要的参数等信息、在本游戏装置100所执行的游戏中使用的各种图形数据。存储器103例如是易失性存储器等用于暂时存储数据的存储装置。存储器103不仅被用作各模块的动作程序的展开区域,还被用作暂时存储在各模块的动作中输出的数据等的保存区域。The recording medium 102 is, for example, a recording device capable of permanently retaining data, such as a nonvolatile memory and an HDD. The recording medium 102 stores not only the operating programs of the modules included in the game device 100 , but also information such as parameters required for the operation of the modules, and various graphics data used in games executed by the game device 100 . The memory 103 is, for example, a storage device for temporarily storing data such as a volatile memory. The memory 103 is used not only as an expansion area for the operating program of each module but also as a storage area for temporarily storing data and the like output during the operation of each module.
支付检测部104检测在游戏装置100中进行了对价的支付的情形。例如可以通过检测向硬币投入口投入了规定金额的硬币或相当的投币(coin)、或者基于与同规定的电子货币相关的芯片之间的通信的结算处理的完成等来判断对价的支付。本实施方式的游戏装置100设为基于对价的支付来开始向用户提供游戏来进行说明,但是对价的支付不是必须的条件,也可以基于规定的开始指示来开始提供游戏。The payment detection unit 104 detects that the consideration has been paid in the game device 100 . For example, the payment of consideration can be determined by detecting the insertion of a predetermined amount of coins or equivalent coins into the coin slot, or the completion of settlement processing based on communication with chips related to predetermined electronic money. The game device 100 of the present embodiment will be described as starting game provision to the user based on payment of a consideration, but payment of a consideration is not an essential condition, and game provision may be started based on a predetermined start instruction.
在玩本实施方式的游戏装置100所提供的游戏内容(第一游戏内容)的游戏时,获取部105获取在该游戏中使用的角色或道具的信息。经由与游戏装置100处于同一壳体内、或者可拆卸地连接于游戏装置100的外部的读取器120来进行获取,以通过规定的数据变换处理等变换为适合于在游戏处理中利用的形式的方式来获取。读取器120例如利用摄像装置和规定的图像处理来检测在规定的部位载置有游戏用的物品、以及识别该物品或从该物品获取信息。When playing a game of the game content (first game content) provided by the game device 100 of this embodiment, the acquiring unit 105 acquires information on characters and items used in the game. Acquired via the reader 120 in the same casing as the game device 100, or detachably connected to the outside of the game device 100, and converted into a form suitable for use in game processing through predetermined data conversion processing, etc. way to obtain. The reader 120 detects that a game item is placed at a predetermined location, recognizes the item, or acquires information from the item, for example, using an imaging device and predetermined image processing.
下面,为了简单,设为在本实施方式的游戏装置100中通过使用被构成为游戏用的物品的卡片来获取附加在该卡片上的信息(卡片信息)来进行说明。游戏用的物品不限于卡片,只要是能够由后述的印刷部140进行印刷并排出的印刷介质即可,可以是任意的。另外,在印刷部140是所谓的3D打印机等能够生成立体造型物的装置的情况下,物品可以是与角色相关的手办(figure)等造型物,印刷部140可以构成为在造型物上记录与卡片信息相当的数据后进行输出。另外,例如在由具有多个种类的玩具的分选机并构成为能够选择性地输出与规定的角色相关的玩具的装置来替代印刷部140的情况下,物品可以是该玩具,同样可以构成为在该玩具上记录与卡片信息相当的数据后进行输出。另外,设为一个卡片与能够在游戏中出场的角色中的某一个角色对应并具有该角色的图案(图像)来进行说明,但是并不排除卡片与游戏中的某一个道具对应的可能性。在本实施方式中设为卡片信息被变换为如图5所示那样的一维或多维的图案(码图像)并通过印刷附加在卡片上来进行说明。然而,卡片信息不限于这样以可视状态附加于卡片上,也可以通过隐形墨水的印刷来附加、或者记录在卡片中包含的IC芯片等记录介质中来作为数据进行保持。Hereinafter, for the sake of simplicity, the game device 100 according to the present embodiment uses a card configured as a game item to acquire information attached to the card (card information). The items for the game are not limited to cards, and may be any printing medium as long as it can be printed and discharged by the printing unit 140 described later. In addition, when the printing unit 140 is a so-called 3D printer or other device capable of generating three-dimensional modeling objects, the item may be a modeling object such as a figure related to a character, and the printing unit 140 may be configured to record on the modeling object. Data corresponding to the card information is output later. In addition, for example, in the case where the printing unit 140 is replaced by a sorting machine that has multiple types of toys and is configured to selectively output toys related to a specified role, the article may be the toy, and it may also be configured To record data equivalent to card information on the toy and output it. In addition, it is assumed that one card corresponds to one of the characters that can appear in the game and has a design (image) of the character, but the possibility that the card corresponds to a certain item in the game is not excluded. In this embodiment, card information is converted into a one-dimensional or multi-dimensional pattern (code image) as shown in FIG. 5 and printed and attached to a card. However, the card information is not limited to being attached to the card in a visible state in this way, and may be added by printing with invisible ink, or recorded on a recording medium such as an IC chip included in the card and held as data.
图5表示在第一游戏内容中用户在玩游戏时能够使用的卡片。在本实施方式的游戏装置100中,如后述的那样,用户除了能够使用在与同第一游戏内容相关的游戏中的规定的游戏(对战游戏)相关的处理的执行期间或执行后排出的卡片(图5的(a))以外,还能够使用图5的(b)所示的卡片。图5的(b)所示的卡片是由提供第二游戏内容的第二游戏装置排出的卡片,构成内容与图5的(a)所示的卡片的构成内容不同。另一方面,由于第一游戏内容与第二游戏内容是与同一标题相关的游戏内容,从而情节、背景设定等共通或相关联,在两个内容中有同一角色出场。图5的(a)和(b)所示的卡片的构成例示出了以下卡片:角色图像501与角色图像511虽然是不同的构图或设计的图像,但都与同一角色相对应。另外,除角色图像以外的构成卡片的元素也如图示的那样是不同的,例如表示同一属性的至少一部分参数在第一游戏内容和第二游戏内容中表示不同的值。这是基于按每个游戏内容来设计角色的处理,例如根据情节上的作用的重要性、出现频度、稀有度等而使构成卡片的元素不同。FIG. 5 shows cards that can be used by the user when playing a game in the first game content. In the game device 100 of the present embodiment, as will be described later, the user can use, except during the execution of the processing related to the predetermined game (competition game) in the game related to the first game content or after execution, the In addition to the card ((a) of FIG. 5 ), the card shown in (b) of FIG. 5 can also be used. The card shown in (b) of FIG. 5 is a card discharged by the second game device providing the second game content, and its constituent content is different from that of the card shown in (a) of FIG. 5 . On the other hand, since the first game content and the second game content are game content related to the same title, the plots, background settings, etc. are common or related, and the same character appears in the two contents. The configuration examples of the cards shown in (a) and (b) of FIG. 5 are cards in which the character image 501 and the character image 511 correspond to the same character although they have different compositions or designs. In addition, the elements constituting the card other than the character image are also different as shown in the figure. For example, at least some parameters indicating the same attribute have different values in the first game content and the second game content. This is based on the process of designing characters for each game content, for example, by varying the elements constituting cards according to the importance of role in the plot, frequency of appearance, rarity, and the like.
另一方面,构成卡片的元素中的上述的表示卡片信息的码图像502和码图像512在卡片上的配置位置被设定为共通。并且,这些码图像可以是通过以相同的变换(编码)方式对卡片信息进行变换来生成的,并且从码图像获取信息(解码)的方式也是相同的。另外,卡片信息例如图6的(a)和(b)所示那样具有被调整为具有相同的数据长度的数据构造。图6的(a)示出了在玩第一游戏内容的游戏时从游戏装置100排出的卡片上附加的卡片信息的构造。另外,图6的(b)示出了在玩第二游戏内容的游戏时从第二游戏装置排出的卡片上附加的卡片信息的构造。如图示的那样,在图6的(a)的卡片信息和图6的(b)的卡片信息中,卡片ID 601与卡片ID 611、角色ID 602与角色ID 612以及排出装置信息604与排出装置信息614是共通的,只有参数603与空白613是不同的。On the other hand, among the elements constituting the card, the arrangement positions on the card of the above-mentioned code image 502 and code image 512 representing card information are set to be common. Also, these code images may be generated by transforming card information in the same transform (encoding) manner, and the manner of acquiring information from the code images (decoding) is also the same. In addition, the card information has a data structure adjusted to have the same data length as shown in (a) and (b) of FIG. 6, for example. (a) of FIG. 6 shows a structure of card information attached to a card discharged from the game device 100 when playing a game of the first game content. In addition, (b) of FIG. 6 shows the structure of the card information attached to the card discharged from the 2nd game device at the time of playing the game of the 2nd game content. As shown in the figure, in the card information of (a) of FIG. 6 and the card information of (b) of FIG. The device information 614 is common, and only the parameter 603 and blank 613 are different.
卡片ID是为了唯一地确定卡片而附加的识别信息,可以被调整为在第一游戏内容与第二游戏内容中不被分配相同的值,而由于能够通过后述的排出装置信息来识别是与哪个游戏内容对应的卡片,因此也可以被分配相同的值。角色ID是用于唯一地确定游戏内容中的角色的识别信息,如果考虑到减小后述的角色DB 106的规模,则优选为与一个标题相关地对同一角色附加同一识别信息。另外,排出装置信息是指用于判别排出了卡片的游戏装置的信息,在本实施方式中,表示是第一游戏装置和第二游戏装置中的哪一个。换言之,排出装置信息可以是以下信息:该信息表示在进行了排出的游戏装置中曾执行着与第一游戏内容和第二游戏内容中的哪一个相关的游戏处理。此外,在本实施方式中,为了简单,设为在游戏装置100中能够使用的卡片是作为第一游戏内容或第二游戏内容的玩游戏的结果而排出的卡片来进行说明,但是本发明的实施并不限于此,这应该是容易理解的。即,关于在游戏装置100中能够使用的卡片,可以是,能够使用由执行与同一标题相关的不同的游戏内容的游戏处理的不同的装置排出的卡片,并不限定为两个种类。The card ID is identification information added to uniquely identify the card, and can be adjusted so that the same value is not assigned to the first game content and the second game content, and since it can be identified by the discharge device information described later Which game content corresponds to the card and can therefore also be assigned the same value. The character ID is identification information for uniquely identifying a character in the game content. In consideration of reducing the size of the character DB 106 described later, it is preferable to add the same identification information to the same character in relation to one title. In addition, the discharge device information is information for discriminating the game device that discharged the card, and in this embodiment, indicates which one of the first game device and the second game device it is. In other words, the discharge device information may be information indicating which of the first game content and the second game content game processing was executed in the game device that performed the discharge. In addition, in this embodiment, for the sake of simplicity, it is assumed that the cards that can be used in the game device 100 are cards that are discharged as a result of playing the first game content or the second game content. The implementation is not limited to this, it should be easy to understand. That is, the cards that can be used in the game device 100 may be cards that can be discharged by different devices that execute game processing of different game contents related to the same title, and are not limited to two types.
另一方面,如图6的(a)和(b)所示,由游戏装置100(第一游戏装置)排出的卡片与由第二游戏装置排出的卡片的不同点在于,前者具有在排出时根据所执行的游戏处理的执行内容来动态生成的参数603,后者不具有该参数603。On the other hand, as shown in (a) and (b) of FIG. 6, the difference between the cards discharged by the game device 100 (first game device) and the cards discharged by the second game device is that the former has The parameter 603 is dynamically generated according to the execution content of the executed game process, and the latter does not have this parameter 603 .
由本实施方式的游戏装置100提供游戏的第一游戏内容具有以下的所谓的养成元素:通过由用户玩了与对战游戏相关的游戏,角色能够以根据用户而不同的方式成长、变化。因此,在第一游戏内容中,用户能够针对在玩游戏时通过使用卡片来设定为使用角色的角色,以反映了与玩游戏的结果相应的成长的状态排出新的卡片。此时,成长后的状态的信息作为根据玩游戏的结果而动态地变更的参数603来包含在卡片信息中,在下一次以后玩游戏时,通过使用具有该卡片信息的卡片,来提供使养成状态继续的游戏。在此,在参数603中也可以包含用于识别附加有卡片信息的卡片的拥有者即玩过游戏的用户的信息。The first game content of the game provided by the game device 100 of this embodiment has a so-called development element in which a character can grow and change in a different manner depending on the user as the user plays the game related to the battle game. Therefore, in the first game content, the user can discharge new cards in a state reflecting the growth according to the result of the game play for a character set as a use character by using cards during game play. At this time, the information of the state after growth is included in the card information as a parameter 603 that is dynamically changed according to the result of playing the game, and when playing the game next time, by using the card with the card information, it is provided to make the growth The state continues the game. Here, the parameter 603 may include information for identifying the owner of the card to which the card information is added, that is, the user who has played the game.
另一方面,在本实施方式中,设为由第二游戏装置提供游戏的第二游戏内容不具有这样的养成元素、或者不进行如排出养成后的状态的卡片那样的基于所谓按需印刷的卡片生成。在该情况下,在玩游戏时设定使用角色等时使用的卡片中无需具有反映了养成状态的参数,只要能够确定角色,就能够提供第二游戏内容。即,如果不具有养成元素,则使用一个角色时的参数是固定的,无需特意在卡片信息中包含参数。因此,设为在由第二装置排出的卡片上附加的卡片信息中包含不确定任何参数的例如用0填充的固定长度的数据即空白613,来代替参数603。也就是说,由第二游戏装置排出的卡片上附加的卡片信息是不依据游戏处理的执行内容的固定的内容,因此例如可以是在工厂中生产出的卡片等。此外,空白613无需是用0填充的数据等,只要是不依据游戏处理的执行的固定的信息即可。另外,当然也可以构成为表示第二游戏内容中的固定的参数。On the other hand, in this embodiment, it is assumed that the second game content of the game provided by the second game device does not have such a development element, or does not perform a so-called on-demand process such as discharging cards in a developed state. Printed card generation. In this case, the second game content can be provided as long as the character can be specified, and the card used when setting the character to be used during game play does not need to have parameters reflecting the state of development. That is, if there is no development element, the parameters when using a character are fixed, and there is no need to deliberately include the parameters in the card information. Therefore, instead of the parameter 603, the card information attached to the card discharged by the second device includes blank 613, which is fixed-length data that does not specify any parameter, for example, padded with 0. That is, the card information attached to the card discharged by the second game device is fixed content independent of the execution content of the game process, so for example, it may be a card produced in a factory or the like. In addition, the blank 613 does not need to be data filled with 0s, and may be fixed information that does not depend on the execution of game processing. In addition, of course, it may be configured to indicate a fixed parameter in the second game content.
角色DB 106是针对被预先决定为在第一游戏内容中出场的各个角色管理角色信息的数据库。针对一个角色进行管理的角色信息例如可以具有图6的(c)所示那样的数据构造。在图6的(c)的例子中,与用于识别角色的角色ID 621相关联地管理着:基本参数622,其是关于不考虑成长元素的状态而预先决定的,表示体力、攻击力、擅长技巧、技能等角色固有的能力参数的初始值(基准值);成长信息623,其表示各种参数相对于基本参数的与成长(玩游戏次数、玩游戏内容)相应的增减幅度、能够追加赋予的擅长技巧、技能等;以及绘制用信息624,其包含为了在游戏画面中绘制该角色所需要的各种绘制用数据。The character DB 106 is a database that manages character information for each character that is predetermined to appear in the first game content. The role information managed for one role may have, for example, a data structure as shown in (c) of FIG. 6 . In the example of (c) of FIG. 6 , the character ID 621 used to identify the character is associated with and managed: the basic parameter 622, which is determined in advance regardless of the state of the growth element, and represents physical strength, attack power, The initial value (reference value) of the inherent ability parameters of characters such as skills and skills; the growth information 623, which indicates the increase or decrease of various parameters relative to the basic parameters in accordance with the growth (the number of times played games, the content of games played), the ability to additional skills, skills, etc.; and drawing information 624 including various drawing data necessary for drawing the character on the game screen.
显示控制部107例如是GPU等进行绘制处理来生成与游戏相关的画面的绘制装置。显示控制部107进行与第一游戏内容相关的游戏画面的绘制。具体地说,显示控制部107在后述的游戏处理的执行期间按照与游戏的进行状况相应的游戏内参数等信息来读出所需要的绘制用对象并执行适当的运算处理来进行绘制。所生成的游戏画面被输出到与游戏装置100处于同一壳体内、或者可拆卸地连接于游戏装置100的外部的显示装置即显示部130,通过在规定的显示区域中进行显示来向用户呈现。The display control unit 107 is, for example, a rendering device such as a GPU that performs rendering processing to generate a game-related screen. The display control unit 107 draws a game screen related to the first game content. Specifically, the display control unit 107 reads out necessary drawing objects according to information such as in-game parameters according to the progress of the game during execution of game processing described later, and executes appropriate calculation processing to perform drawing. The generated game screen is output to the display unit 130 , which is a display device located in the same casing as the game device 100 or detachably connected to the outside of the game device 100 , and presented to the user by displaying it in a predetermined display area.
抽选部108例如进行采用随机数生成的与第一游戏内容相关的各种抽选处理。在第一游戏内容中,能够在游戏的执行期间或执行后将一个角色输出(卡片化)为附加有卡片信息的卡片,该卡片信息具有根据游戏处理的执行内容而动态地决定的参数603。此时,关于能够卡片化的角色,能够根据规定的条件来采用在游戏中曾出场的角色、或者从被决定为在第一游戏内容中出场的角色中选择出的角色,而抽选部108例如用于后者的角色选择。基于抽选部108的抽选处理来选择的角色既可以是进行卡片化的角色,也可以是作为进行卡片化的候选来列举的多个角色。另外,抽选部108的利用并不限于此,例如也可以用于选择将参数603的增减值设为包含于预先决定的变更幅度内的哪个值、决定是否赋予技能等。The drawing unit 108 performs, for example, various drawing processes related to the first game content using random number generation. In the first game content, one character can be output (cardized) as a card with card information having parameters 603 dynamically determined according to the execution content of the game process during or after game execution. At this time, as for the character that can be turned into a card, a character that has appeared in the game or a character selected from the characters determined to appear in the first game content can be adopted according to predetermined conditions, and the drawing unit 108 For example for the latter role selection. The character selected based on the drawing process by the drawing unit 108 may be a character to be converted into a card, or may be a plurality of characters listed as candidates to be converted into a card. In addition, the use of the drawing unit 108 is not limited to this, and may be used, for example, to select which value is included in a predetermined change range to set the increase or decrease value of the parameter 603 , to determine whether to impart a skill, or the like.
印刷控制部109针对被指示进行卡片化的角色,生成与要印刷输出的卡片相关的印刷数据,该印刷数据包含卡片信息的码图像和角色图像。印刷控制部109当生成印刷数据时,将该印刷数据与印刷命令一起传输到印刷部140来指示该卡片的印刷,并使印刷部140排出该卡片。印刷部140是与游戏装置100处于同一壳体内、或者可拆卸地连接于游戏装置100的外部的、构成为能够与印刷控制部109进行信息的发送和接收的打印机等印刷装置。印刷部140当从印刷控制部109接收到与卡片相关的印刷数据和与该数据相关的印刷命令时,进行印刷数据的印刷动作。在印刷部140内置于与游戏装置100同一壳体内的情况下,通过印刷来排出的卡片可以通过被引导至能够从游戏装置100的外部访问的未图示的排出口来提供给用户。The print control unit 109 generates print data related to a card to be printed out for a character instructed to be converted into a card, the print data including a code image of card information and a character image. When the print control unit 109 generates print data, it transmits the print data together with a print command to the print unit 140 to instruct printing of the card, and causes the print unit 140 to eject the card. The printing unit 140 is a printing device such as a printer configured to transmit and receive information with the printing control unit 109 , within the same casing as the game device 100 or detachably connected to the outside of the game device 100 . When the print unit 140 receives print data related to the card and a print command related to the data from the print control unit 109 , it performs a print operation of the print data. When the printing unit 140 is built in the same casing as the game device 100 , the printed and discharged cards can be guided to an unillustrated discharge port accessible from the outside of the game device 100 and provided to the user.
操作输入部110例如是方向输入用的操作构件、决定输入用的操作构件、各种传感器等游戏装置100所具有的用户接口。操作输入部110当检测出对操作构件进行了操作输入时,将与该操作输入对应的控制信号输出到控制部101。The operation input unit 110 is, for example, a user interface included in the game device 100 such as an operation member for direction input, an operation member for determination input, and various sensors. The operation input unit 110 outputs a control signal corresponding to the operation input to the control unit 101 when detecting an operation input to the operation member.
通信部111是在卡片化对象的角色选择、游戏中的各种命令确定中使用的按钮等游戏装置100所具有的用户接口。操作输入部110当检测出对各种用户接口进行的操作输入时,将与该操作输入对应的控制信号输出到控制部101。此外,在本实施方式中,设为游戏装置100具备作为物理的操作构件的各种接口来进行说明,但是例如也可以包括对在显示部130的画面上进行的触摸输入进行检测的触摸输入检测传感器等。The communication unit 111 is a user interface included in the game device 100 such as buttons used for selecting a character to be carded and determining various commands in the game. The operation input unit 110 outputs a control signal corresponding to the operation input to the control unit 101 when an operation input to various user interfaces is detected. In addition, in this embodiment, the game device 100 is described as including various interfaces as physical operating members, but for example, touch input detection for detecting a touch input performed on the screen of the display unit 130 may also be included. sensors etc.
<<玩游戏处理>>关于在具有这样的结构的本实施方式的游戏装置100中提供与第一游戏内容相关的游戏的玩游戏处理,使用图2的流程图来说明具体的处理。能够通过由控制部101例如读出记录介质102中存储的对应的处理程序并在存储器103中展开并执行该处理程序,来实现与该流程图对应的处理。此外,例如设为在由支付检测部104检测出投入了与玩游戏相关的对价时开始本玩游戏处理来进行说明。在本玩游戏处理的执行期间,只要没有特别提及,就设为显示控制部107基于由控制部101进行的处理、命令来适当地生成与进行相对应的画面并显示于显示部130。<<Game Playing Process>> Regarding the game playing process of providing a game related to the first game content in the game device 100 of the present embodiment having such a configuration, specific processing will be described using the flowchart of FIG. 2 . The processing corresponding to this flowchart can be realized by, for example, the control unit 101 reading out a corresponding processing program stored in the recording medium 102 and developing and executing the processing program in the memory 103 . In addition, it will be described assuming that, for example, the payment detection unit 104 detects that the payment for playing the game is started. During the execution of this game play process, unless otherwise specified, the display control unit 107 appropriately generates a screen corresponding to the progress based on the processing and commands performed by the control unit 101 and displays it on the display unit 130 .
在S201中,控制部101执行对玩游戏时要使用的角色(使用角色)进行登记的登记处理。通过如上述那样由用户使读取器120读取作为与第一游戏内容相关的游戏用物品的由第一游戏装置排出的卡片、或者作为与第二游戏内容相关的游戏用物品的由第二游戏装置排出的卡片(使读取器120从卡片获取卡片信息)来进行登记处理。In S201, the control unit 101 executes a registration process of registering a character to be used when playing a game (used character). As described above, the user causes the reader 120 to read a card discharged by the first game device as a game item related to the first game content, or a card discharged by the second game device as a game item related to the second game content. Cards ejected by the game device (causing the reader 120 to acquire card information from the card) are subjected to registration processing.
<登记处理>在此,关于在玩游戏处理的S201中执行的登记处理,使用图3的流程图来说明详细内容。<Registration Process> Here, the details of the registration process executed in S201 of the game play process will be described using the flowchart of FIG. 3 .
在S301中,控制部101判断使用角色的登记是否结束。可以基于由用户进行了与登记结束相关的操作输入的情形的检测、上限数量的使用角色的登记结束来判断使用角色的登记结束。另外,在本实施方式的游戏装置100所提供的第一游戏内容中,即使不利用卡片进行使用角色的登记,用户也能够通过进行与上述登记结束相关的操作输入,来省略使用角色的登记状态并玩游戏,使得即使在例如初次体验时等还未拥有卡片的状态下也能够玩游戏。In S301, the control unit 101 determines whether the registration of the user character is completed. The completion of the registration of the user characters may be determined based on the detection of the fact that the operation input related to the registration end is performed by the user, the registration of the upper limit number of the user characters is completed. In addition, in the first game content provided by the game device 100 of this embodiment, even if the registration of the user character is not performed using a card, the user can omit the registration state of the user character by performing an operation input related to the above-mentioned registration completion. and play the game so that the game can be played even in a state where the card is not owned, for example, during the first experience.
控制部101在判断为使用角色的登记结束的情况下,完成本登记处理。此时,在登记的使用角色的数量未达到上限数量的情况下,控制部101只要针对基于抽选部108的抽选处理来选择出的不足数量部分的角色,从角色DB 106获取角色信息并追加到例如在存储器103中进行管理的使用角色管理表中即可。像这样追加的角色也可以是从被预先决定为即使没有卡片也能够使用的一部分角色中选择的角色。此外,在使用角色管理表中针对一个角色管理的信息例如图6的(d)所示那样可以与角色ID 631相关联地包含在本次玩游戏时使用的玩游戏时参数632、绘制用信息633、表示是否利用卡片进行了使用角色的登记的(例如逻辑型的)卡片使用标志634以及排出装置信息635。在将不足数量部分的角色追加到角色管理表的情况下,只要如下即可:例如对玩游戏时参数632代入该角色的基本参数622,对卡片使用标志634使用表示在登记中没有使用卡片的信息(False),对排出装置信息635使用表示既不是第一游戏装置也不是第二游戏装置的信息。另外,只要对角色ID 631和绘制用信息633代入获取到的角色信息的相应的信息即可,这是不言而喻的。When the control unit 101 determines that the registration of the user character has been completed, this registration process is completed. At this time, if the number of registered characters to be used has not reached the upper limit, the control unit 101 acquires character information from the character DB 106 for the characters that are selected by the drawing process of the drawing unit 108, and the number is not enough. For example, it may be added to the use role management table managed in the memory 103 . The character added in this way may be a character selected from a part of characters predetermined to be usable even without a card. In addition, the information managed for one character in the used character management table may include, for example, as shown in (d) of FIG. 633. The card use flag 634 and the discharge device information 635 indicating whether the use role has been registered by the card (for example, logical type). In the case of adding an insufficient number of characters to the character management table, it is only necessary to substitute the basic parameter 622 of the character into the parameter 632 when playing the game, and use a flag indicating that no card is used in the registration for the card usage flag 634. Information (False) uses information indicating that the ejection device information 635 is neither the first game device nor the second game device. It goes without saying that it is only necessary to substitute information corresponding to the acquired character information into the character ID 631 and the drawing information 633 .
另外,控制部101在判断为使用角色的登记尚未结束的情况下,使处理转移到S302。In addition, when the control unit 101 determines that the registration of the user character has not been completed, the process proceeds to S302.
在S302中,控制部101判断是否进行了卡片(对象卡片)的读取。控制部101根据是否由获取部105进行了卡片信息(对象卡片信息)的获取来进行本步骤的判断。控制部101在判断为进行了对象卡片的读取的情况下,使处理转移到S303,在判断为没有进行对象卡片的读取的情况下,重复进行本步骤的处理。In S302, the control unit 101 determines whether or not the card (target card) has been read. The control unit 101 judges this step based on whether or not the acquisition unit 105 has acquired card information (target card information). When it is determined that the target card has been read, the control unit 101 advances the process to S303, and when it is determined that the target card has not been read, the process of this step is repeated.
在S303中,控制部101判断对象卡片是否为由第二游戏装置排出的卡片。控制部101参照对象卡片信息中包含的排出装置信息,来判断进行了排出的装置是否为第二游戏装置。控制部101在判断为对象卡片是由第二游戏装置排出的卡片的情况下,使处理转移到S304。另外,控制部101在判断为对象卡片不是由第二游戏装置排出的卡片、即是由第一游戏装置排出的卡片的情况下,使处理转移到S305。此外,在本实施方式中,为了简单,设为在玩游戏装置100中的游戏时不能使用的卡片不被用于进行登记来进行说明,但是在使用了这样的卡片时进行用于通知不能使用的错误处理,这应该是容易理解的。In S303, the control unit 101 judges whether the target card is a card discharged by the second game device. The control unit 101 refers to the ejection device information included in the target card information to determine whether the ejected device is the second game device. When the control unit 101 determines that the target card is a card discharged by the second game device, the process proceeds to S304. In addition, when the control unit 101 determines that the target card is not a card discharged by the second game device, that is, a card discharged by the first game device, the process proceeds to S305. In addition, in this embodiment, for the sake of simplicity, it is assumed that a card that cannot be used when playing a game in the game device 100 is not used for registration, but when such a card is used, it is used to notify that it cannot be used. The error handling, which should be easy to understand.
在S304中,控制部101参照对象卡片信息中包含的角色ID 612,从角色DB 106获取与对象卡片相关的角色信息并追加到使用角色管理表。由于是基于由第二游戏装置排出的卡片的使用角色登记,因此本步骤中所进行的向表追加信息是通过由控制部101将卡片使用标志634设为表示在登记时使用了卡片的信息(True),并将对象卡片信息的排出装置信息614代入到排出装置信息635中来进行的。另外,对于玩游戏时参数632,既可以代入例如获取到的角色信息的基本参数622,也可以代入基于基本参数622将成长信息623变更为规定的成长状态所得到的值。In S304, the control unit 101 refers to the character ID 612 included in the target card information, acquires character information related to the target card from the character DB 106, and adds it to the used character management table. Since it is based on the user role registration of the card discharged by the second game device, the addition of information to the table is performed by the control unit 101 by setting the card use flag 634 to indicate that the card is used during registration ( True), and substitute the discharge device information 614 of the target card information into the discharge device information 635. Also, for the parameter 632 during game play, for example, the basic parameter 622 of acquired character information may be substituted, or a value obtained by changing the growth information 623 to a predetermined growth state based on the basic parameter 622 may be substituted.
在本实施方式的游戏装置100中,还考虑到用户在还未拥有卡片的状况下玩游戏,从而如上述那样,在向使用角色管理表追加的角色的数量不足的情况下,追加基于抽选的角色的信息以使向使用角色管理表追加的角色的数量达到上限数量。因此,关于基于由第二游戏装置排出的对象卡片的使用角色的登记,优选为,作为对玩过与第二游戏内容相关的游戏的奖励,与不基于卡片地登记的使用角色之间设置游戏上的差异。在通过代入角色信息的基本参数622来决定玩游戏时参数632的方式中,例如优选为,能够不基于卡片地登记的使用角色和能够基于由第二游戏装置排出的卡片来登记的使用角色由互不相同的角色组构成。即,优选为,能够不基于卡片地登记的使用角色是由排除了在第二游戏装置中能够排出卡片的角色组所得到的角色组构成的。此时,在第二游戏装置中能够排出卡片的角色可以是相比于能够不基于卡片地登记的使用角色而言使对战游戏更有利地进行的角色。或者,关于即使是同一角色也由于例如状态差异、显示形态不同等而在游戏上的处理中具有多个形态的角色,也可以构成为以是否基于卡片来区分被登记的形态。In the game device 100 of this embodiment, it is also considered that the user plays the game without owning a card, so as described above, when the number of characters added to the use character management table is insufficient, an additional character is added based on a lottery. Information about the role of the user so that the number of roles added to the usage role management table reaches the upper limit. Therefore, regarding the registration of the user character based on the target card discharged by the second game device, it is preferable to set a game between the user character registered not based on the card as a reward for playing a game related to the second game content. difference in In the method of determining the game-playing parameter 632 by substituting the basic parameter 622 of the character information, for example, it is preferable that the user character that can be registered not based on a card and the user character that can be registered based on a card discharged by the second game device are determined by Composition of different character groups. That is, it is preferable that the usable characters that can be registered not based on cards are composed of character groups excluding character groups that can discharge cards in the second game device. At this time, the character who can discharge the card in the second game device may be a character that facilitates the progress of the fighting game more advantageously than the use character that can be registered not based on the card. Or, even if it is the same character, due to, for example, a difference in state, a difference in display form, etc., the character has multiple forms in the processing of the game, and it may be configured to distinguish the registered form based on the card.
另一方面,在S303中判断为对象卡片不是由第二游戏装置排出的卡片的情况下,在S305中,控制部101与S304同样地进行各种信息向使用角色管理表的追加。即,控制部101参照对象卡片信息中包含的角色ID 602,从角色DB 106获取与对象卡片相关的角色信息并进行信息追加。由于是基于由第一游戏装置排出的卡片的使用角色登记,因此本步骤中所进行的向表追加信息是通过由控制部101将卡片使用标志634设为表示在登记中使用了卡片的信息,并将对象卡片信息的排出装置信息604代入到排出装置信息635中来进行的。另外,只要对玩游戏时参数632代入通过根据对象卡片信息的参数603对获取到的角色信息的基本参数622进行变更所得到的值即可。On the other hand, when it is determined in S303 that the target card is not a card discharged by the second game device, in S305, the control unit 101 adds various information to the used character management table in the same manner as in S304. That is, the control unit 101 refers to the character ID 602 included in the target card information, acquires character information related to the target card from the character DB 106, and adds information. Because it is based on the user role registration of the card discharged by the first game device, the addition of information to the table performed in this step is by the control unit 101 setting the card use flag 634 as information indicating that the card is used in the registration, This is performed by substituting the discharge device information 604 of the target card information into the discharge device information 635 . In addition, what is necessary is just to substitute the value obtained by changing the acquired basic parameter 622 of character information based on the parameter 603 of target card information to the parameter 632 at the time of game play.
当像这样在S304或S305中与对象卡片相关的角色向使用角色管理表的登记完成时,控制部101使处理返回到S301。When the registration of the character related to the target card in the used character management table is completed in S304 or S305, the control unit 101 returns the process to S301.
当登记处理完成时,控制部101在玩游戏处理的S202中执行使在使用角色管理表中登记的角色作为使用角色出场的与对战游戏相关的游戏处理。此外,本实施方式的与第一游戏内容相关的对战游戏是在用户能够决定行动的规定数量的使用角色与作为对战对手的对手角色之间基于预先决定的游戏规则决出胜败的对战游戏。即,控制部101执行控制为使用角色和对手角色出场的对战游戏。另外,用户与在游戏装置100上同时玩游戏的用户(所谓双人对战)、在借助通信部111连接的提供第一游戏内容的其它游戏装置100上玩游戏的用户(所谓联网对战)、或者基于规定的决策程序等进行与操作相当的处理的NPC(或AI)之间实现对战游戏。即,由其他用户或NPC决定对手角色组的行动。控制部101当与对战游戏相关的游戏处理完成、即进行到与一次玩游戏相关的对战游戏决出胜败的状态时,使处理转移到S203。When the registration process is completed, the control unit 101 executes a game process related to the battle game in which the character registered in the user character management table appears as the user character in S202 of the game play process. In addition, the battle game related to the first game content of this embodiment is a battle game in which victory or defeat is determined based on predetermined game rules between a predetermined number of user characters whose actions can be determined by the user, and opponent characters as opponents. That is, the control unit 101 executes a battle game in which a user character and an opponent character are controlled to appear. In addition, the user plays a game with a user who simultaneously plays a game on the game device 100 (so-called two-player battle), a user who plays a game with another game device 100 connected via the communication unit 111 that provides the first game content (so-called network battle), or A battle game is realized between NPCs (or AIs) who perform processing corresponding to operations such as a predetermined decision-making program. That is, the actions of the opponent character group are determined by other users or NPCs. The control unit 101 shifts the process to S203 when the game processing related to the competing game is completed, that is, when the competing game related to the one-play game is in a state of determining victory or defeat.
在S203中,控制部101执行针对在本次玩游戏时要进行卡片化的角色生成卡片信息的生成处理。In S203, the control unit 101 executes a process of generating card information for a character to be carded during the current game play.
<生成处理>在此,关于在本步骤中执行的生成处理,使用图4的流程图来说明详细内容。<Generation Processing> Here, the details of the generation processing executed in this step will be described using the flowchart of FIG. 4 .
在S401中,控制部101根据游戏处理的执行内容来决定成为卡片化的候选的角色(候选角色)。候选角色至少包括被选择为使用角色的角色组,除此之外基于游戏处理的执行内容来进行增减。例如在游戏处理中实施的对战游戏为与人对战(与其他用户的对战)的情况下,控制部101仅将使用角色管理表中包含的角色决定为候选角色。另外,例如在实施的对战游戏为NPC对战的情况下,也可以是,除了使用角色管理表中包含的角色以外,控制部101还将对手角色组决定为候选角色。此时,关于是否将对手角色组添加为候选角色组,可以考虑对战游戏的结果、对战游戏是否为合作游戏(两位用户合作来与NPC进行对战的游戏)、以及对战角色的分类及可卡片化条件中的至少任一个来决定。确定出的候选角色的信息例如只要保持在存储器103中即可。In S401, the control unit 101 determines characters (candidate characters) to be carded candidates based on the execution content of the game process. Candidate characters include at least a group of characters selected as characters to be used, and are added or subtracted based on the execution content of the game process. For example, when the competing game executed in the game process is a human versus human (a versus other user), the control unit 101 determines only characters included in the used character management table as candidate characters. Also, for example, when the battle game to be performed is an NPC battle, the control unit 101 may also determine a group of opponent characters as candidate characters in addition to using the characters included in the character management table. At this time, regarding whether to add the opponent character group as a candidate character group, you can consider the result of the battle game, whether the battle game is a cooperative game (a game in which two users cooperate to fight against an NPC), and the classification and availability of the opponent characters. It is determined by at least any one of the optimization conditions. The information on the specified candidate roles only needs to be held in the memory 103, for example.
在S402中,控制部101决定在S203中决定的候选角色中的能够选择为卡片化对象的角色。本实施方式的第一游戏内容被构成为也能够使用由第二游戏装置排出的卡片。然而,如上所述,以下的处理方式可能妨碍第一游戏装置中的较佳的服务提供:通过特别地在对卡片信息中不具有按每个卡片而可能不同的动态元素的卡片进行排出的第二游戏装置中获得卡片,来使得在第一游戏内容中能够将对应的角色卡片化。因此,在本实施方式的生成处理中,控制部101控制为不能将候选角色中包括的使用角色中的基于由第二游戏装置排出的卡片来登记的角色选择为卡片化对象。在本步骤中,控制部101例如针对各个候选角色,将基于由第二游戏装置排出的卡片来登记的角色除外后,附加表示能够选择的信息。In S402, the control unit 101 determines a character that can be selected as a carding target among the candidate characters determined in S203. The first game content of the present embodiment is configured so that cards discharged by the second game device can also be used. However, as described above, the following processing method may hinder better service provision in the first game device: by discharging cards in the card information that do not have a dynamic element that may be different for each card. The cards are obtained from the second game device, so that the corresponding characters can be turned into cards in the first game content. Therefore, in the generation process of the present embodiment, the control unit 101 controls so as not to select a character registered based on a card ejected by the second game device from among the used characters included in the candidate characters as a carding target. In this step, the control unit 101, for example, excludes the characters registered based on the cards discharged by the second game device for each candidate character, and then adds information indicating that it can be selected.
此外,在本步骤中判断为所有候选角色都不能选择的情况下,控制部101只要将基于抽选部108的抽选处理来新选择的角色添加到候选角色中,并将该角色决定为能够选择的角色即可。In addition, when it is determined in this step that none of the candidate characters can be selected, the control unit 101 only needs to add the newly selected character based on the drawing process of the drawing unit 108 to the candidate characters, and determine the character as available. Just select the role.
在S403中,控制部101接受用户对卡片化对象的角色的选择。使呈现候选角色的画面显示于显示部130,根据由操作输入部110基于该画面检测出的操作输入来进行卡片化对象的角色的选择。此时,显示控制部107在控制部101的控制下生成能够确认候选角色且关于候选角色中的不能选择的角色明确示出了不能选择的画面并将该画面显示于显示部130。另外,例如在进行了对不能选择的角色进行选择并确定的操作输入的情况下,控制部101进行控制使得进行不能选择的通知、或者使角色指示用的光标不能移动到不能选择的角色上等来不接受用户的选择。这样,关于基于由第二游戏装置排出的卡片来登记的角色,虽然呈现为候选角色但是不能进行选择,由此能够向用户通知不能进行基于该卡片的新的卡片化以及在与第一游戏内容相关的玩游戏中能够排出对应的角色的卡片。进而,能够间接地通知不产生第一游戏内容中的游戏平衡的崩溃以及照顾到了只玩第一游戏内容的用户。当卡片化对象的角色的选择完成时,控制部101使处理转移到S404。In S403, the control unit 101 accepts the user's selection of a character to be carded. A screen showing candidate characters is displayed on the display unit 130 , and a character to be carded is selected based on an operation input detected by the operation input unit 110 based on the screen. At this time, under the control of the control unit 101 , the display control unit 107 generates a screen in which the candidate characters can be confirmed and clearly shows that the unselectable characters among the candidate characters cannot be selected, and displays the screen on the display unit 130 . In addition, for example, when an operation input to select and confirm a character that cannot be selected is performed, the control unit 101 controls so that a notification that the character cannot be selected is notified, or the cursor for character designation cannot be moved to the character that cannot be selected. to not accept the user's choice. In this way, the character registered based on the card discharged by the second game device is presented as a candidate character but cannot be selected, so that the user can be notified that new carding based on the card cannot be performed and that it is different from the first game content. Cards of corresponding characters can be discharged in related game play. Furthermore, it is possible to indirectly notify users who do not have a game balance breakdown in the first game content and take care of only the first game content. When the selection of the character to be carded is completed, the control unit 101 proceeds the process to S404.
在S404中,控制部101针对所选择的卡片化对象的角色生成卡片信息,并完成本生成处理。具体地说,控制部101获取新的卡片ID并基于游戏处理的执行内容来决定参数,将卡片化对象角色的角色ID和表示由第一游戏装置排出的排出装置信息与这些信息进行结合,来生成卡片信息。基于执行内容决定的参数例如既可以是增减后的绝对值,也可以是相对于基本参数的相对值。在后者的情况下,例如在卡片化对象角色不是使用角色时,既可以是表示相对于基本参数没有增减的值,也可以是表示对基本参数施加与对战游戏的结果相应的变更所得到的参数与基本参数的差的值。另外,关于参数决定,例如可以考虑对战游戏的结果、针对同一角色进行过卡片化的次数等来动态地决定。In S404, the control unit 101 generates card information for the selected character to be carded, and completes this generation process. Specifically, the control unit 101 acquires a new card ID and determines parameters based on the execution content of the game process, and combines the character ID of the character to be carded with the discharge device information indicating that it is discharged by the first game device to obtain a new card ID. Generate card information. The parameter determined based on the execution content may be, for example, an increased or decreased absolute value or a relative value to the basic parameter. In the latter case, for example, when the character to be carded is not a user character, it may be a value indicating that there is no increase or decrease from the basic parameters, or a value indicating that the basic parameters are changed according to the result of the battle game. The value of the difference between the parameters and the basic parameters. In addition, parameter determination may be dynamically determined in consideration of, for example, the result of a battle game, the number of times carding has been performed on the same character, and the like.
当生成处理完成时,印刷控制部109在玩游戏处理的S204中生成与要排出的卡片相关的印刷数据,并对印刷部140进行印刷指示。更详细地说,印刷控制部109在控制部101的控制下,如图5的(a)所示那样将在生成处理中生成的卡片信息配置在卡片化对象角色的角色图像上,并且包含变更后的参数等来生成印刷数据。印刷数据与印刷命令一起被发送到印刷部140,印刷部140基于此来印刷并排出卡片。当排出完成时、或者当从进行印刷指示起经过被预先决定为排出所需要的时间时,控制部101完成本玩游戏处理。When the generation process is completed, the print control unit 109 generates print data related to the cards to be ejected in S204 of the game play process, and instructs the printing unit 140 to print. More specifically, under the control of the control unit 101, the print control unit 109 arranges the card information generated in the generation process on the character image of the card target character as shown in FIG. The following parameters, etc. are used to generate printing data. The printing data is sent to the printing unit 140 together with the printing order, and the printing unit 140 prints and discharges the card based on this. When the ejection is completed, or when a predetermined time required for ejection has elapsed since the print instruction was issued, the control unit 101 completes this game play process.
通过这样,在本实施方式的游戏装置中,能够实现如下的较佳的联动元素:能够使用与多个种类的游戏内容相关的排出物品,并且确保了所提供的第一游戏内容的趣味性。In this way, in the game device of this embodiment, the following preferable interlocking elements can be realized: discharge items related to multiple types of game content can be used, and the interest of the provided first game content can be ensured.
此外,在上述的生成处理中,设为控制为仅使基于由第二游戏装置排出的卡片的使用角色不能选择来进行了说明,但是关于不基于卡片地决定的使用角色,也可以同样地处理。即,也可以设为如下的结构:对于没进行卡片的读取而玩游戏的用户,仅能够将基于抽选部108的抽选处理来选择的角色或对手角色进行卡片化。In addition, in the above-mentioned generation processing, it is assumed that only the user characters based on the cards drawn by the second game device are controlled so that they cannot be selected. . That is, a configuration may be adopted in which only the character or opponent character selected by the drawing process of the drawing unit 108 can be converted into a card for the user who plays the game without reading the card.
[实施方式2]在上述的实施方式1中,用户在玩过与第二游戏内容相关的游戏的情况下所得到的好处在于肯定能够使用与由第二游戏装置排出的卡片对应的角色、相比于不基于卡片地登记的角色而言能够使对战游戏更有利地进行。另一方面,关于与由第二游戏装置排出的卡片对应的角色,虽然在玩游戏时能够使用,但是无法卡片化,因此,例如在处于其它使用角色达到了成长上限的状态的情况等下,可能产生仅能够将用户所不期望的角色选择为卡片化对象角色的状况。即,因基于由第二游戏装置排出的卡片来登记使用角色而实质上减少了能够选择为卡片化对象角色的角色数量,因此可能削减用户对第一游戏内容的兴趣。[Embodiment 2] In the above-mentioned Embodiment 1, when the user has played a game related to the second game content, the user can definitely use the character corresponding to the card discharged by the second game device, the corresponding The battle game can be progressed more advantageously than for characters registered not based on cards. On the other hand, the characters corresponding to the cards discharged by the second game device can be used during game play, but cannot be turned into cards. Therefore, for example, when other characters used have reached the upper limit of growth, A situation may arise in which only a character not desired by the user can be selected as a character to be carded. That is, since the registered characters are registered based on the cards discharged by the second game device, the number of characters that can be selected as carding target characters is substantially reduced, and therefore the user's interest in the first game content may be reduced.
在本实施方式中,进一步地对与第一游戏内容和第二游戏内容双方相关的相辅相成地提高用户的趣味性的各种方式进行说明。在本实施方式的游戏装置100中,对于至少利用第一游戏内容的用户,设为按用户来管理用户信息。设为在能够借助通信部111进行通信连接的未图示的外部的服务器等中管理关于各用户的用户信息。此外,例如只要通过使读取器120还读取其它记录介质中记录的信息等来进行用户的识别即可。In the present embodiment, various ways of enhancing the interest of the user in a complementary manner related to both the first game content and the second game content will be further described. In the game device 100 of the present embodiment, user information is managed on a user-by-user basis for users who use at least the first game content. It is assumed that the user information on each user is managed in an external server not shown in the figure that can be communicated via the communication unit 111 . In addition, for example, user identification may be performed by causing the reader 120 to also read information or the like recorded on another recording medium.
<<方式1>>例如,作为用户信息,也可以将用户基于由第二游戏装置排出的卡片来使用的角色按每个角色管理其利用次数。在该情况下,只要如下即可:在玩第一游戏内容的游戏时,控制部101对生成处理进行控制,使得在被管理着利用次数的角色的获得条件被满足、即该角色被包括在能够选择为卡片化对象的角色中时,目前为止的利用次数越多,则越使排出的卡片上附加的卡片信息的参数603成为使对战游戏有利地进行的值。<<Aspect 1>> For example, as user information, the number of times of use of a character used by the user based on cards discharged from the second game device may be managed for each character. In this case, it only needs to be as follows: When playing the game of the first game content, the control unit 101 controls the generation process so that the acquisition condition of the character whose number of uses is managed is satisfied, that is, the character is included in the game. When among the characters that can be selected as the carding target, the more the number of times of use so far is, the more the parameter 603 of the card information attached to the discharged card becomes a value that facilitates the progress of the battle game.
通过这样,能够提高使用了由第二游戏装置排出的卡片的第一游戏内容的趣味性,并能够促进在第一游戏内容中的获得条件被满足之前就想要进行期望的角色的(基于利用次数的)养成的用户利用用于获取卡片的第二游戏内容。In this way, the fun of the first game content using the cards discharged by the second game device can be improved, and it is possible to promote the acquisition of the desired role (based on utilization) before the acquisition conditions in the first game content are satisfied. Number of times) the cultivated user utilizes the second game content for obtaining the card.
<<方式2>>例如也可以构成为,针对利用第二游戏内容的用户,还管理包含每个用户利用第二游戏内容的利用历史记录的用户信息,在游戏装置100中使用了由第二游戏装置排出的卡片时,将与同一用户相关的第一游戏内容的用户信息与第二游戏内容进行关联。在该情况下,也可以设为在玩第一游戏内容的游戏时选择了卡片化对象的角色时,控制部101基于用户的与该角色相关的在第二游戏内容中的利用历史记录,进一步变更卡片信息的参数603。更详细地说,只要如下即可:在选择了卡片化对象的角色时,控制部101根据与该角色相关的在第二游戏内容中的利用次数、或第二游戏内容中利用了该角色时的游戏的进行状况,来对生成处理进行控制,使得排出的卡片上附加的卡片信息的参数603成为使对战游戏有利地进行的值(利用次数越多、或已攻克的阶段等进行度越高则越成为有利的值)。<<Method 2>> For example, for users who use the second game content, user information including usage history records of each user using the second game content may also be managed. When the game device discharges the cards, the user information of the first game content related to the same user is associated with the second game content. In this case, when a character to be turned into a card is selected when playing a game of the first game content, the control unit 101 may further select the character based on the user's usage history related to the character in the second game content. Change the parameter 603 of the card information. More specifically, it only needs to be as follows: when a character to be converted into a card is selected, the control unit 101 uses the number of times the character is used in the second game content or when the character is used in the second game content. Based on the progress of the game, the generation process is controlled so that the parameter 603 of the card information attached to the discharged card becomes a value that facilitates the progress of the battle game (the more the number of times of use, or the higher the progress of the conquered stage, etc. becomes more favorable value).
通过这样,能够促进用户利用第一游戏装置和第二游戏装置双方,并能够提高第一游戏内容和第二游戏内容的趣味性。By doing so, it is possible to promote the use of both the first game device and the second game device by the user, and it is possible to improve the fun of the first game content and the second game content.
<<方式3>>例如也可以构成为,对于利用第二游戏内容的用户,还管理包含每个用户的与玩第二游戏内容的游戏相关的各角色的规定条件是否达成的用户信息,在游戏装置100中使用了由第二游戏装置排出的卡片时,将与同一用户相关的第一游戏内容的用户信息与第二游戏内容进行关联。在该情况下,只要如下即可:在玩第一游戏内容的游戏时,基于由第一游戏装置排出的卡片和由第二游戏装置排出的卡片的各个卡片,将同一角色登记为使用角色,在将该角色选择为卡片化对象时,与用户在第二游戏内容中达成与该角色相关的规定条件相应地,控制部101对生成处理进行控制,使得控制部101将卡片信息的参数603设为使对战游戏更有利地进行的值。<<mode 3>>, for example, may also be configured such that, for users who use the second game content, user information including whether or not the specified conditions for each role related to playing the second game content for each user is fulfilled is also managed, and the When a card discharged by the second game device is used in the game device 100, the user information of the first game content related to the same user is associated with the second game content. In this case, it only needs to be as follows: when playing the game of the first game content, based on each of the cards discharged by the first game device and the cards discharged by the second game device, the same character is registered as the character to be used, When the character is selected as a card target, the control unit 101 controls the generation process so that the control unit 101 sets the parameter 603 of the card information to A value for making the battle game more advantageous.
通过这样,能够促进用户利用第一游戏装置和第二游戏装置双方,并能够提高第一游戏内容和第二游戏内容的趣味性。By doing so, it is possible to promote the use of both the first game device and the second game device by the user, and it is possible to improve the fun of the first game content and the second game content.
以上例示了方式1至3,但是这些方式可以任意地进行组合,这是不言而喻的。另外,在方式1至3中,对利用用户信息以变更在生成处理中生成的新的卡片信息的参数603的结构进行了说明,但是用户信息不限于此,也可以用于登记处理中的玩游戏时参数632的变更。The modes 1 to 3 have been exemplified above, but it goes without saying that these modes can be combined arbitrarily. In addition, in modes 1 to 3, the structure of changing the parameter 603 of the new card information generated in the generation process by using the user information has been described, but the user information is not limited to this, and can also be used for the player in the registration process. Changes to parameter 632 during gameplay.
[其它实施方式]本发明不限定于上述实施方式,能够不脱离本发明的精神和范围地进行各种各样的变更和变形。另外,本发明所涉及的游戏装置也能够通过使计算机作为该游戏装置发挥功能的程序来实现。能够通过将该程序记录到计算机可读取的记录介质中或通过电气通信线路来提供/发布该程序。[Other Embodiments] The present invention is not limited to the above-described embodiments, and various changes and modifications can be made without departing from the spirit and scope of the present invention. In addition, the game device according to the present invention can also be realized by a program that causes a computer to function as the game device. The program can be provided/distributed by recording the program in a computer-readable recording medium or through an electric communication line.
附图标记说明Explanation of reference signs
100:游戏装置;101:控制部;102:记录介质;103:存储器;104:支付检测部;105:获取部;106:角色DB;107:显示控制部;108:抽选部;109:印刷控制部;110:操作输入部;111:通信部;120:读取器;130:显示部;140:印刷部。100: game device; 101: control unit; 102: recording medium; 103: memory; 104: payment detection unit; 105: acquisition unit; 106: character DB; 107: display control unit; 108: lottery unit; 109: printing Control unit; 110: operation input unit; 111: communication unit; 120: reader; 130: display unit; 140: printing unit.
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| JP6243395B2 (en) | 2017-12-06 |
| WO2017110227A1 (en) | 2017-06-29 |
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