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TWI863760B - Programs and gaming devices - Google Patents

Programs and gaming devices Download PDF

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TWI863760B
TWI863760B TW112149476A TW112149476A TWI863760B TW I863760 B TWI863760 B TW I863760B TW 112149476 A TW112149476 A TW 112149476A TW 112149476 A TW112149476 A TW 112149476A TW I863760 B TWI863760 B TW I863760B
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player
game
battle
information
program
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TW202435939A (en
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礒邉恭平
鈴木禄之
大岩尚生
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日商萬代股份有限公司
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Abstract

本發明之目的在於提供一種高趣味性之遊戲。 本發明係一種使由電腦構成之遊戲裝置執行對戰遊戲之程式。程式使電腦作為以下機構發揮功能:遊戲要素登錄機構,其登錄第1玩家之遊戲要素;組設定機構,其將第1玩家與第2玩家設定為組;遊戲執行機構,其使用登錄之第1玩家之遊戲要素,執行第1玩家與對戰玩家之對戰遊戲;及支援執行機構,其可於執行第1玩家與對戰玩家之對戰遊戲之期間,以選擇支援第1玩家為條件,執行第2玩家之遊戲要素對對戰遊戲之支援。 The purpose of the present invention is to provide a highly interesting game. The present invention is a program that enables a game device composed of a computer to execute a battle game. The program enables the computer to function as the following mechanisms: a game element registration mechanism that registers the game elements of the first player; a team setting mechanism that sets the first player and the second player as a team; a game execution mechanism that uses the registered game elements of the first player to execute the battle game between the first player and the opponent player; and a support execution mechanism that can execute the support of the second player's game elements for the battle game during the execution of the battle game between the first player and the opponent player, on the condition that the second player chooses to support the first player.

Description

程式及遊戲裝置Programs and gaming devices

本發明關於一種程式及遊戲裝置。The present invention relates to a program and a game device.

有複數個玩家彼此進行匹配而以多人執行之多玩家遊戲。該多玩家遊戲大多已預先設定任務內容,由相同之玩家彼此或技量高之玩家彼此重複競技任務。因此,有錯過與非特定多個玩家進行交流之機會,技量低之玩家無法參加多玩家遊戲等之問題。There are multiplayer games in which multiple players are matched with each other and played by multiple people. Most of these multiplayer games have pre-set mission contents, and the same players or players with high skills compete in missions repeatedly. Therefore, there are problems such as missing opportunities to communicate with non-specific multiple players, and players with low skills cannot participate in multiplayer games.

因此,提案一種可基於與匹配之各玩家相關之資訊決定任務之內容之遊戲系統(例如專利文獻1)。 [先前技術文獻] [專利文獻] Therefore, a game system is proposed that can determine the content of a task based on information related to each matched player (e.g., Patent Document 1). [Prior Art Document] [Patent Document]

[專利文獻1]日本專利2019-041919號公報[Patent Document 1] Japanese Patent Gazette No. 2019-041919

[發明所欲解決之問題][The problem the invention is trying to solve]

但,因由匹配之玩家共同執行任務,故各玩家之技量仍會影響任務之執行,這點不變。尤其,對初學者而言,躊躇於自己之競技內容對其他玩家造成不良影響,因而錯過參加遊戲之機會。其結果,多玩家遊戲對玩家而言成為門檻較高者,而有遊戲之趣味性下降之問題。However, since the matched players jointly perform the mission, the skill of each player still affects the execution of the mission. Especially for beginners, they may miss the opportunity to participate in the game because they are hesitant about the content of their own competition and have a negative impact on other players. As a result, multiplayer games have become more difficult for players to enter, and there is a problem that the fun of the game is reduced.

因此,本發明在於提供一種提供高趣味性之遊戲之程式及遊戲裝置。 [解決問題之技術手段] Therefore, the present invention provides a program and a game device that provide a highly interesting game. [Technical means for solving the problem]

本發明之一態樣係一種程式,其係使由電腦構成之遊戲裝置執行對戰遊戲者,且使遊戲裝置作為以下機構發揮功能:遊戲要素登錄機構,其登錄第1玩家之遊戲要素;組設定機構,其將第1玩家與第2玩家設定為組;遊戲執行機構,其使用登錄之第1玩家之遊戲要素,執行第1玩家與對戰玩家之對戰遊戲;及支援執行機構,其可於執行第1玩家與對戰玩家之對戰遊戲之期間,以選擇支援第1玩家為條件,執行第2玩家之遊戲要素對對戰遊戲之支援。One aspect of the present invention is a program that enables a gaming device composed of a computer to execute a battle game, and enables the gaming device to function as the following mechanisms: a game element registration mechanism that registers the game elements of a first player; a team setting mechanism that sets the first player and a second player as a team; a game execution mechanism that uses the registered game elements of the first player to execute the battle game between the first player and the opposing player; and a support execution mechanism that can, during the execution of the battle game between the first player and the opposing player, execute the game elements of the second player to support the battle game on the condition that the second player chooses to support the first player.

本發明之一態樣係一種遊戲裝置,其具備:遊戲要素登錄機構,其登錄第1玩家之遊戲要素;組設定機構,其將第1玩家與第2玩家設定為組;遊戲執行機構,其使用登錄之第1玩家之遊戲要素,執行第1玩家與對戰玩家之對戰遊戲;及支援執行機構,其可於執行第1玩家與對戰玩家之對戰遊戲之期間,以選擇支援第1玩家為條件,執行第2玩家之遊戲要素對對戰遊戲之支援。 [發明之效果] One aspect of the present invention is a gaming device, which comprises: a gaming element registration mechanism for registering the gaming elements of the first player; a team setting mechanism for setting the first player and the second player as a team; a gaming execution mechanism for executing a battle game between the first player and the opposing player using the registered gaming elements of the first player; and a support execution mechanism for executing the game elements of the second player to support the battle game during the execution of the battle game between the first player and the opposing player, on the condition that the second player chooses to support the first player. [Effect of the invention]

根據本發明,可提供一種高趣味性之遊戲。According to the present invention, a highly interesting game can be provided.

說明本發明之實施形態。The implementation form of the present invention is described.

<第1實施形態> <全體構成> 圖1係顯示本實施形態之遊戲系統之系統構成之圖。如圖1所示,遊戲系統具備1個以上之遊戲裝置1與伺服器2而構成。1個以上之遊戲裝置1與伺服器2可連接於通信線路N,且可相互通信。通信線路N意指可進行資料通信之通信路。即,通信線路N除了用於直接連接之專用線(專用纜線)或乙太網路(註冊商標)等之LAN(Local Area Network:區域網路)外,亦包含電話通信網或纜線網、網際網路等之通信網,通信方法不拘於有線/無線。 <First Implementation Form> <Overall Configuration> FIG. 1 is a diagram showing the system configuration of the game system of this implementation form. As shown in FIG. 1, the game system is composed of one or more game devices 1 and a server 2. 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 means a communication path that can perform data communication. That is, in addition to a LAN (Local Area Network) such as a dedicated line (dedicated cable) or Ethernet (registered trademark) for direct connection, the communication line N also includes a telephone communication network or a cable network, the Internet, and the communication method is not limited to wired/wireless.

遊戲裝置1係可執行遊戲程式之電腦,經由無線通信基地台等連接於通信線路N,可與伺服器2進行資料通信。遊戲裝置1例如為業務用遊戲裝置(街機遊戲裝置)、智慧型手機、可攜式電話機、可攜式遊戲裝置、固定型家庭用遊戲裝置、個人電腦、平板型電腦、固定型家庭用遊戲裝置之控制器等。The game device 1 is a computer that can execute game programs, is connected to a communication line N via a wireless communication base station, etc., and can communicate data with a server 2. The game device 1 is, for example, a business game device (arcade game device), a smart phone, a portable phone, a portable game device, a fixed home game device, a personal computer, a tablet computer, a controller of a fixed home game device, etc.

遊戲裝置1基本上存在複數個,由各玩家操作。例如,遊戲裝置1在店鋪內設置複數個,成為來到店裡之玩家之操作對象。There are basically a plurality of game devices 1, which are operated by each player. For example, a plurality of game devices 1 are installed in a store, and become the operation object of the player who comes to the store.

伺服器2係包含單個或複數個伺服器裝置或記憶裝置等而構成之伺服器系統。伺服器2提供用於運營本實施形態之遊戲之各種服務,可進行遊戲之運營所需之資料之管理、於遊戲裝置1執行遊戲所需之遊戲程式或資料之發佈等。又,稍後敘述細節,伺服器2於使用遊戲裝置1時識別出玩家之情形時,即於識別出是哪個玩家之狀態下,進行對戰遊戲之服務提供之情形時,基於其之使用內容(遊戲之競技歷程)更新對各玩家管理之資訊。又,伺服器2如後所述,於玩家之間組對,為了實現與其他玩家之對戰,亦進行成對之玩家之匹配。The server 2 is a server system composed of a single or multiple server devices or memory devices. The server 2 provides various services for operating the game of this embodiment, and can manage the data required for the operation of the game, publish the game program or data required to execute the game on the game device 1, etc. In addition, as described in detail later, when the server 2 identifies the player when using the game device 1, that is, when the service of the battle game is provided under the state of identifying which player it is, the server 2 updates the information managed for each player based on the usage content (game competition history). In addition, as described later, the server 2 pairs up the players and matches the paired players in order to achieve a battle with other players.

於本實施形態中,藉由該種系統構成,而構成為可經由伺服器2及通信線路N實現使用複數個遊戲裝置1之玩家間之對戰遊戲,但並不限於玩家間(人人間)之對戰遊戲,亦包含玩家之一者為由伺服器2提供之非玩家角色之情形。又,遊戲裝置1中提供競技體驗之遊戲不限於玩家間之對戰遊戲,亦可包含構成為1個人用之遊戲。In this embodiment, by means of such a system configuration, a battle game between players using a plurality of game devices 1 can be realized via the server 2 and the communication line N, but it is not limited to a battle game between players (between people), and also includes a case where one of the players is a non-player character provided by the server 2. In addition, the game that provides a competitive experience in the game device 1 is not limited to a battle game between players, and can also include a game configured for one person.

於以下說明之實施形態中,說明將本發明應用於作為遊戲裝置之一例之執行顯示於遊戲場域配置有遊戲要素之畫面而進行之對戰遊戲的遊戲裝置。但,本發明亦可應用於可執行顯示於遊戲場域配置有遊戲要素之畫面而進行之遊戲的任意機器。In the embodiments described below, the present invention is applied to a gaming device that executes a battle game displayed on a screen with game elements arranged on a gaming field as an example of a gaming device. However, the present invention can also be applied to any machine that can execute a game displayed on a screen with game elements arranged on a gaming field.

<遊戲要素及對戰遊戲之概要> 為了容易理解以下之本實施形態中之構成等,對本實施形態之對戰遊戲使用之遊戲要素及對戰遊戲之概要進行說明。 <Overview of Game Elements and Battle Game> In order to facilitate understanding of the structure of the present embodiment below, the game elements used in the battle game of the present embodiment and the overview of the battle game are explained.

本實施形態之對戰遊戲中,複數種遊戲要素登場。遊戲要素為角色(角色、搭乘物、道具等),具體化為圖像、假想性或存在實體之物品等而顯示。圖像包含靜態圖像及動態圖像。於本實施形態之對戰遊戲中,包含第1種遊戲要素與第2種遊戲要素。In the fighting game of this embodiment, multiple game elements appear. Game elements are characters (characters, vehicles, props, etc.), which are embodied as images, virtual or real objects, etc. Images include static images and dynamic images. In the fighting game of this embodiment, there are the first type of game elements and the second type of game elements.

首先,對本實施形態之第1種遊戲要素進行說明。First, the first type of game element of this embodiment is explained.

第1種遊戲要素與具有實體體積之物品建立對應。作為存在實體之物品之一例,例如為具有實體體積之物品(現實物品)之遊戲卡。另,物品不限於遊戲卡,只要為構成為可特定與物品建立對應之遊戲要素之物品,則不限於遊戲卡。物品可為例如具有遊戲要素之外觀之玩偶等之造形物。The first type of game element is to establish a correspondence with an item with a physical volume. An example of an item that exists in a physical form is a game card that is an item with a physical volume (real item). In addition, the item is not limited to a game card, as long as it is an item that constitutes a game element that can be specifically associated with an item. The item can be, for example, a doll or other shape that has the appearance of a game element.

於本實施形態中,與第1種遊戲要素建立對應之複數種物品均為有形物之遊戲卡,且分別作為與於遊戲裝置1中提供競技體驗之對戰遊戲中登場之1個遊戲要素建立對應者進行說明。遊戲卡與哪個遊戲要素建立對應,可藉由後述之遊戲要素讀取部取得用於特定附設於該遊戲卡之遊戲要素之識別資訊(要素ID)而特定。對遊戲卡附加識別資訊(要素ID),例如可藉由以印刷等將轉換用於特定遊戲要素之識別資訊而得之1維或多維之編碼附設於遊戲卡而實現,亦可為由記錄於遊戲卡內含之近距離通信(NFC:Near Field Communication)用之標籤或IC(Integrated Circuit:積體電路)晶片等其他方式實現。In this embodiment, the plurality of items corresponding to the first type of game element are all tangible game cards, and are described as corresponding to one game element appearing in a battle game that provides a competitive experience in the game device 1. The game element to which the game card corresponds can be identified by obtaining identification information (element ID) for identifying the game element attached to the game card by the game element reading unit described later. Attaching identification information (element ID) to a game card can be achieved, for example, by printing a one-dimensional or multi-dimensional code obtained by converting identification information used for a specific game element onto the game card, or by other means such as recording it on a tag or IC (Integrated Circuit) chip for near field communication (NFC) contained in the game card.

於對戰遊戲中,各玩家可使用複數個遊戲要素,於遊戲開始之前(於實際操作遊戲要素進行之順序開始之前),自遊戲卡取得資訊,藉此可將與該遊戲卡建立對應之遊戲要素作為遊戲中登場(玩家使用)之遊戲要素登錄。In a battle game, each player can use multiple game elements. Before the game starts (before the actual operation of the game elements begins), information is obtained from the game card, and the game elements corresponding to the game card can be registered as game elements that appear in the game (used by the player).

於本實施形態中,玩家在遊戲中登場之第1種遊戲要素有複數個,但主要有第1遊戲要素與第2遊戲要素之兩者。且,第1遊戲要素為飛行員,第2遊戲要素為飛行員操作之搭乘物。再者,第1遊戲要素與第2遊戲要素各者分為複數種。In this embodiment, there are multiple first game elements that players can play in the game, but they are mainly two types: the first game element and the second game element. Furthermore, the first game element is the pilot, and the second game element is the vehicle operated by the pilot. Furthermore, each of the first game element and the second game element is divided into multiple types.

作為第1遊戲要素即飛行員之種類,例如有攻擊類型(第1種)與防禦類型(第2種)。攻擊類型係以攻擊對戰玩家之遊戲要素為主要目的,不保護玩家之其他遊戲要素而攻擊對戰玩家之遊戲要素之類型。防禦類型係以防禦玩家之其他遊戲要素為主要目的,為了保護玩家之其他遊戲要素而攻擊對戰玩家之遊戲要素。另,種類及其數量為一例,並不限於該等種類、數量。例如,亦可為如僅可攻擊對戰玩家之X種遊戲要素之攻擊類型、僅可攻擊對戰玩家之Y種遊戲要素之攻擊類型般,設置複數種可根據對戰玩家之遊戲要素之種類而攻擊之類型。As the first game element, i.e., the type of pilot, there are, for example, attack type (first type) and defense type (second type). The attack type is a type that attacks the game elements of the opposing player as the main purpose, and attacks the game elements of the opposing player without protecting the other game elements of the player. The defense type is a type that attacks the game elements of the opposing player as the main purpose, in order to protect the other game elements of the player. In addition, the types and their numbers are just examples, and are not limited to such types and numbers. For example, there may be a plurality of types that can be set up that can attack only X types of game elements of the opposing player, and an attack type that can attack only Y types of game elements of the opposing player, so that the types of attack can be set according to the types of the game elements of the opposing player.

作為第2遊戲要素作為搭乘物之種類,例如有攻擊類型(第1種)與防禦類型(第2種)。攻擊類型係以攻擊對戰玩家之遊戲要素為主要目的,不保護玩家之其他遊戲要素而攻擊對戰玩家之遊戲要素之類型。防禦類型係以防禦玩家之其他遊戲要素為主要目的,為了保護玩家之其他遊戲要素而攻擊對戰玩家之遊戲要素。作為更多之種類,亦可設置與搭乘物可使用之武器之射程(攻擊)距離對應之射程(攻擊)類型(第3種)。例如,可使用之武器為遠距離用之武器之情形為遠距離類型,可使用之武器為近距離用之武器之情形為近距離類型等。另,種類及其數量為一例,並不限於該等種類、數量。As the second game element, there are types of mounts, such as attack type (first type) and defense type (second type). The attack type is a type that attacks the game elements of the opposing player as the main purpose, and attacks the game elements of the opposing player without protecting the other game elements of the player. The defense type is a type that attacks the game elements of the opposing player as the main purpose, and attacks the game elements of the opposing player in order to protect the other game elements of the player. As more types, a range (attack) type (third type) corresponding to the range (attack) distance of the weapon that can be used by the mount can also be set. For example, the case where the usable weapon is a long-range weapon is a long-range type, and the case where the usable weapon is a close-range weapon is a close-range type, and so on. In addition, the types and quantities are just examples and are not limited to those types and quantities.

該等種類未必將各遊戲要素與各種類一對一地對應,亦可為一對多。例如,第2遊戲要素即搭乘物亦可具有防禦類型與遠距離類型之兩種。具有該種類型之搭乘物為了保護玩家之其他遊戲要素,可使用射程較長之武器攻擊位於對戰玩家遠處之遊戲要素。These categories do not necessarily correspond one-to-one between each game element and each category, but may also correspond one-to-many. For example, the second game element, namely the mount, may also have two types: a defense type and a long-range type. In order to protect the player's other game elements, the mount of this type may use a weapon with a longer range to attack the game elements that are far away from the opponent.

又,第1遊戲要素與第2遊戲要素除了第1遊戲要素或第2遊戲要素之種類或類型之角色資訊以外,亦具有適於該類型之各種參數(等級、生命值、攻擊力、防禦力、地形適當正確、使用武器等)。例如,若為攻擊類型,則為專用於攻擊之參數。該等各種參數亦可隨著對戰遊戲之進展而變化。 Furthermore, the first game element and the second game element have various parameters suitable for the type (level, health, attack power, defense power, terrain suitability, weapons used, etc.) in addition to the character information of the type or type of the first game element or the second game element. For example, if it is an attack type, it is a parameter dedicated to attack. These various parameters can also change as the battle game progresses.

再者,於第1遊戲要素或第2遊戲要素中,存在具有稱為技能之特殊能力者。該技能係為了有利地開展遊戲之進展而發揮之能力,係強化遊戲要素之能力。例如,係於滿足某發動條件之情形時,可使對於對戰玩家之遊戲要素之攻擊力於指定期間上升之能力等。技能之發動有於滿足發動條件時自動發動者、與於滿足發動條件時由玩家之操作而任意發動者。又,該技能有於對戰中僅可發動1次者、或可發動複數次者。又,於發動該技能後,即使於因來自對戰玩家之遊戲要素之攻擊等而成為無法對戰狀態(擊破)之情形時,藉由經過指定時間(轉變時間),亦可再次返回(轉變)至可對戰狀態。另,有該轉變時間相較於通常之不發動技能之遊戲要素之轉變時間長之情形。Furthermore, in the first game element or the second game element, there is a special ability called a skill. The skill is an ability to develop in order to advance the game advantageously, and is an ability to strengthen the game element. For example, when a certain activation condition is met, it is an ability to increase the attack power of the game element against the opponent player for a specified period of time. The activation of skills may be automatically activated when the activation condition is met, or may be arbitrarily activated by the player's operation when the activation condition is met. In addition, there are skills that can only be activated once during a battle, or there are skills that can be activated multiple times. In addition, after activating the skill, even if the game element becomes unable to fight (destroyed) due to an attack from the opponent's game element, it can be returned (transformed) to a battle-able state by the passage of a specified time (transition time). In addition, there are cases where the transition time is longer than the transition time of a normal game element that does not activate a skill.

圖2係顯示第1遊戲要素為飛行員,且其種類具有攻擊類型之角色資訊時之遊戲卡P1之一例之的圖。藉由遊戲要素讀取部讀取遊戲卡P1所記載之識別資訊等,遊戲裝置1可取得該遊戲卡P1之角色資訊或技能。圖3係顯示第2遊戲要素為搭乘物,且其種類為攻擊類型,具有破碎(當鎖定中之敵方遊戲組進入攻擊範圍內時進行攻擊)之角色資訊作為技能時之遊戲卡M1之一例的圖。藉由遊戲要素讀取部讀取遊戲卡M1所記載之識別資訊等,遊戲裝置1可取得該遊戲卡M1之角色資訊或技能。FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and its type has character information of an attack type. By reading the identification information recorded on the game card P1 by the game element reading unit, the game device 1 can obtain the character information or skill of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a vehicle and its type is an attack type and has character information of breaking (attack when the locked enemy game group enters the attack range) as a skill. By reading the identification information recorded on the game card M1 by the game element reading unit, the game device 1 can obtain the character information or skill of the game card M1.

再者,於本實施形態之對戰遊戲中,稱為遊戲組(以下有記載為部隊之情形)之遊戲要素登場。該遊戲組以第1遊戲要素即飛行員與第2遊戲要素即搭乘物為構成要素,由其等之組合構成。即,玩家可將飛行員作為對戰遊戲中使該搭乘物作動之要素建立關聯而登錄。藉此,玩家可使以搭乘物與飛行員為一組之遊戲組於對戰遊戲中登場。Furthermore, in the battle game of this embodiment, a game element called a game team (hereinafter referred to as a unit) appears. The game team is composed of the first game element, the pilot, and the second game element, the vehicle, and is composed of the combination of the two. That is, the player can associate the pilot as an element that moves the vehicle in the battle game and register it. In this way, the player can make a game team consisting of a vehicle and a pilot appear in the battle game.

遊戲組之能力例如可為構成遊戲組之第1遊戲要素即飛行員之角色資訊(各種參數)、與第2遊戲要素即搭乘物之角色資訊(各種參數)之合計值。再者,遊戲組具有於對戰遊戲之對戰中規定(或限制行動)可採取何種行動之行動特性。該遊戲組之行動特性從屬(依存)於構成要素之第1遊戲要素即飛行員之類型(種類)或第2遊戲要素即搭乘物之類型(種類)之至少任一者。The ability of a game set may be, for example, the sum of the role information (various parameters) of the pilot, which is the first game element constituting the game set, and the role information (various parameters) of the vehicle, which is the second game element. Furthermore, the game set has an action characteristic that specifies (or restricts actions) what actions can be taken in a battle of a battle game. The action characteristic of the game set is subordinate to (depends on) at least one of the first game element constituting the game set, namely, the type (type) of the pilot, or the second game element, namely, the type (type) of the vehicle.

於使遊戲組之行動特性僅從屬於第1遊戲要素即飛行員之類型(種類)之情形時,成為不反映搭乘物之類型(種類),而反映飛行員之類型之行動特性。例如,於構成遊戲組之飛行員之類型為防禦類型、且構成遊戲組之搭乘物之類型為攻擊類型之情形時,不反映搭乘物之類型,遊戲組之行動特性成為如以保護玩家之遊戲要素為主要目的,對對戰玩家之遊戲要素之攻擊限定於保護玩家之其他遊戲要素般的行動特性。又,於使遊戲組之行動特性僅從屬於第2遊戲要素即搭乘物之類型(種類)之情形時,成為不反映飛行員之類型(種類),而反映搭乘物之類型之行動特性。When the action characteristics of the game team are made subject only to the first game element, that is, the type (type) of the pilot, the action characteristics that reflect the type of the pilot do not reflect the type (type) of the vehicle. For example, when the type of the pilot constituting the game team is a defense type and the type of the vehicle constituting the game team is an attack type, the action characteristics of the game team do not reflect the type of the vehicle, and the attack on the game element of the opposing player is limited to other game elements that protect the player. In addition, when the action characteristics of the game team are made subject only to the second game element, that is, the type (type) of the vehicle, the action characteristics that reflect the type of the vehicle do not reflect the type (type) of the pilot.

如此,於使遊戲組之行動特性僅從屬於遊戲要素之一種之情形時,玩家需要考慮飛行員及搭乘物之類型,選擇構成遊戲組之飛行員及搭乘物。其原因在於,因遊戲組之能力例如為成為構成要素之遊戲要素(飛行員與搭乘物)之角色資訊之合計值,故若錯誤地選擇類型,則無法發揮遊戲組之能力。另一方面,於適當正確選擇成為構成要素之遊戲要素(飛行員與搭乘物)之類型之情形時,例如,於如飛行員之類型與搭乘物之類型為同一防禦類型之情形時,可發揮與該遊戲組之行動特性一致之能力。In this way, when the action characteristics of the game set are subordinate to only one of the game elements, the player needs to consider the types of pilots and mounts and select the pilots and mounts that constitute the game set. The reason is that since the ability of the game set is, for example, the total value of the character information of the game elements (pilots and mounts) that constitute the elements, if the type is selected incorrectly, the ability of the game set cannot be brought into play. On the other hand, when the types of the game elements (pilots and mounts) that constitute the elements are appropriately and correctly selected, for example, when the type of the pilot and the type of the mount are the same defense type, the ability consistent with the action characteristics of the game set can be brought into play.

另一方面,於使遊戲組之行動特性從屬(依存)於作為構成要素之第1遊戲要素即飛行員之類型(種類)與第2遊戲要素即搭乘物之類型(種類)兩者之情形時,於第1遊戲要素即飛行員之類型(種類)與第2遊戲要素即搭乘物之類型(種類)完全不同之情形有效。例如,為第1遊戲要素即飛行員之類型存在攻擊類型與防禦類型,且第2遊戲要素即搭乘物之類型為射程(攻擊)類型之情形等。於該種情形時,防禦類型之飛行員與遠距離類型之搭乘物之組合之遊戲組之行動特性,成為如為了防禦玩家之其他遊戲要素而使用射程(攻擊距離)較長之武器攻擊遠處之對戰玩家之遊戲要素般之行動特性。藉由如此,可向玩家提供具有高戰略性之遊戲。On the other hand, when the action characteristics of the game team are made subordinate (dependent) to both the first game element, the type (type) of the pilot and the second game element, the type (type) of the vehicle, which are the constituent elements, this is effective when the first game element, the type (type) of the pilot and the second game element, the type (type) of the vehicle are completely different. For example, there are attack types and defense types for the first game element, the type of the pilot, and the second game element, the type of the vehicle, is a range (attack) type. In this case, the action characteristics of the game set of a combination of a defense-type pilot and a long-range-type vehicle become the action characteristics of a game element that uses a weapon with a long range (attack distance) to attack a distant opponent player in order to defend against other game elements of the player. In this way, a game with high strategic value can be provided to the player.

再者,作為遊戲組之能力,可添加第1遊戲要素或第2遊戲要素具有之技能。例如,於第2遊戲要素之搭乘物具有技能之情形時,將該第2遊戲要素之搭乘物設為構成要素之遊戲組可具有第2遊戲要素之搭乘物之技能。例如,將圖2之遊戲卡P1(飛行員)與圖3之遊戲卡M1(搭乘物)設為構成要素之遊戲組可具有遊戲卡M1(搭乘物)之技能。Furthermore, as the ability of the game set, the skills possessed by the first game element or the second game element may be added. For example, when the vehicle of the second game element has a skill, the game set that sets the vehicle of the second game element as a component element may have the skills of the vehicle of the second game element. For example, the game set that sets the game card P1 (pilot) of FIG. 2 and the game card M1 (vehicle) of FIG. 3 as a component element may have the skills of the game card M1 (vehicle).

接著,對第2種遊戲要素進行說明。Next, the second game element is explained.

第2種遊戲要素與第1種遊戲要素之不同之處在於,第2種遊戲要素未與如遊戲卡般之實物建立對應。第2種遊戲要素係藉由達成遊戲之事件而得之報酬、與遊戲內貨幣之交換等,而可於遊戲中登場之遊戲要素。但,與第1種遊戲要素同樣,並非排除如遊戲卡般之與實物建立對應者。The difference between the second type of game elements and the first type of game elements is that the second type of game elements do not correspond to physical objects such as game cards. The second type of game elements are game elements that can appear in the game through rewards obtained by completing game events, exchange with in-game currency, etc. However, like the first type of game elements, it does not exclude those that correspond to physical objects such as game cards.

第2種遊戲要素包含第1遊戲要素與第2遊戲要素。於本實施形態中,第1遊戲要素為戰艦,第2遊戲要素為該戰艦之艦長。以下,將第1遊戲要素之戰艦與第2遊戲要素之艦長之組合記載為戰艦組。且,於本實施形態中,僅容許戰艦組之戰艦與艦長之組合,無法僅選擇戰艦、或僅選擇艦長。但,並非排除變更該組合者。The second game element includes the first game element and the second game element. In this embodiment, the first game element is a battleship, and the second game element is the captain of the battleship. Hereinafter, the combination of the battleship of the first game element and the captain of the second game element is described as a battleship set. In addition, in this embodiment, only the combination of the battleship and the captain of the battleship set is allowed, and it is not possible to select only the battleship or only the captain. However, it does not exclude the possibility of changing the combination.

第1遊戲要素即戰艦具有各種參數(攻擊力、防禦力等)。且,成為對戰玩家之遊戲組之攻擊對象。且,複數個戰艦組之任意戰艦之攻擊力、防禦力等之參數均相同,即使自初始設定之戰艦組之戰艦變更為其他戰艦組,攻擊力及防禦力亦不變。但,並非排除於特定事件等中變更攻擊力、防禦力之參數。The first game element, namely, battleships, has various parameters (attack power, defense power, etc.). And, they become the target of attack by the game team of the opposing player. Moreover, the parameters of attack power, defense power, etc. of any battleship in multiple battleship teams are the same, and even if the battleships in the initial battleship team are changed to other battleship teams, the attack power and defense power will not change. However, it does not exclude the possibility of changing the parameters of attack power and defense power in specific events, etc.

再者,第1遊戲要素之戰艦具有根據成為後述之共鬥對之玩家(以下記載為共鬥玩家)之共鬥請求,而馳援(支援)共鬥玩家之對戰遊戲之支援能力。支援能力根據各戰艦之種類而不同。Furthermore, the battleship of the first game element has a support capability of assisting a co-player in a battle game in response to a co-player request from the co-player described below. The support capability varies depending on the type of battleship.

另一方面,第2遊戲要素之艦長於遊戲之各種畫面(出擊畫面或對戰畫面)中向玩家提供建議資訊。但,建議資訊為展示上之建議,不提供有利於對戰之戰略資訊。On the other hand, the second game element, the ship captain, provides players with advice information in various screens of the game (attack screen or battle screen). However, the advice information is just a display suggestion and does not provide strategic information that is beneficial to the battle.

又,第2種遊戲要素以第1遊戲要素(戰艦)與第2遊戲要素(艦長)之組合(戰艦組)提供給玩家,不分別單獨提供第1遊戲要素、第2遊戲要素,且無法將第1遊戲要素(戰艦)與第2遊戲要素(艦長)自由組合。Furthermore, the second game element is provided to the player as a combination (battleship set) of the first game element (battleship) and the second game element (captain), and the first game element and the second game element are not provided separately, and the first game element (battleship) and the second game element (captain) cannot be freely combined.

再者,第1種遊戲要素與第2種遊戲要素之不同亦有遊戲中是否為操作對象之不同。如上所述,由第1種遊戲要素或複數個第1種遊戲要素構成之遊戲組於遊戲中成為玩家之操作對象。操作對象之代表例為移動對象。相對於此,第2種遊戲要素(戰艦、艦長)不成為玩家之移動對象。Furthermore, the difference between the first type of game elements and the second type of game elements also lies in whether they are the objects of operation in the game. As mentioned above, the game set consisting of the first type of game elements or a plurality of the first type of game elements becomes the object of operation of the player in the game. A representative example of the object of operation is the object of movement. In contrast, the second type of game elements (battleships, captains) are not the objects of movement of the player.

接著,說明對戰遊戲之概略。Next, we will explain the outline of the battle game.

本實施形態之對戰遊戲有玩家彼此單獨執行對戰之通常對戰模式、及兩人以上之玩家組成組且由組彼此進行對戰之共鬥對戰模式。共鬥對戰模式係與朋友等玩家以外之玩家組成組,於雙方之對戰遊戲中,可接收屬於組之其他玩家設定之戰艦之馳援(支援)的對戰模式。本實施形態之共鬥對戰模式將構成組之人數設為兩人,將該等兩人之組記載為共鬥對,將與玩家組成共鬥對之玩家記載為共鬥玩家。但,構成之組之人數不限於兩人,亦可為3人以上之人數。The battle game of this implementation form has a normal battle mode in which players fight against each other individually, and a co-battle battle mode in which two or more players form a team and the team fights against each other. The co-battle battle mode is a battle mode in which a team is formed with players other than friends, and in a two-way battle game, the team can receive support (support) from battleships set by other players in the team. The co-battle battle mode of this implementation form sets the number of people constituting a team to two, records the team of two people as a co-battle pair, and records the player who forms a co-battle pair with the player as a co-battle player. However, the number of people in a team is not limited to two, and can be three or more.

對戰遊戲包含第1階段與第2階段。第1階段為戰艦設定階段,係設定用於對戰遊戲之戰艦(第2種遊戲要素)之階段。第2階段係登錄各種遊戲卡(第1種遊戲要素),產生遊戲組,並使用該等遊戲組進行對戰之階段。The battle game includes the first stage and the second stage. The first stage is the battleship setting stage, which is the stage of setting the battleships (the second game element) used in the battle game. The second stage is the stage of registering various game cards (the first game element), generating game sets, and using these game sets to fight.

本實施形態之對戰(第2階段)藉由一面使各玩家登錄之遊戲組(部隊)於指定大小之遊戲場域展開(配置),一面進行移動/攻擊行動(該等行動之實施由後述之操作輸入部受理)而進行。The battle (Phase 2) of this implementation form is carried out by deploying (deploying) the game groups (troops) registered by each player on a game field of a specified size while performing movement/attack actions (the implementation of these actions is accepted by the operation input unit described later).

圖4係顯示本實施形態之對戰遊戲中之遊戲場域之一例之圖。於以下所示之1個態樣中,遊戲場域存在出擊遊戲組區域30、第1區域31及第2區域32。出擊遊戲組區域30配置可出擊(登場)之遊戲組。第1區域31係本玩家之區域,配置本玩家之基地等之據點(遊戲要素)。於該第1區域31亦配置第1階段中設定之戰艦。第2區域32係對戰玩家之區域,配置對戰玩家之基地等之據點(遊戲要素)。於該第2區域32亦配置第1階段中設定之對戰玩家之戰艦。另,應留意玩家及對戰玩家之戰艦自動配置於指定位置、且不成為玩家之移動對象之點。且,作為任一遊戲組之攻擊行動之結果,破壞(使耐久值為0)對手玩家之據點之玩家成為對戰遊戲之勝者。FIG. 4 is a diagram showing an example of a game field in a battle game of the present embodiment. In one embodiment shown below, the game field includes an attacking game group area 30, a first area 31, and a second area 32. The attacking game group area 30 is configured with game groups that can attack (appear). The first area 31 is the area of the player, and is configured with bases (game elements) such as the player's base. The battleships set in the first stage are also configured in the first area 31. The second area 32 is the area of the opposing player, and is configured with bases (game elements) such as the opposing player. The battleships of the opposing player set in the first stage are also configured in the second area 32. In addition, it should be noted that the battleships of the player and the opposing player are automatically configured at designated positions and are not the points of the player's movement. Furthermore, as a result of an attack action by any one of the game teams, the player who destroys (makes the durability value 0) the base of the opponent player becomes the winner of the battle game.

因此,對於欲對與自身建立對應之據點進行攻擊行動之對戰玩家之遊戲組,各玩家為了阻止該攻擊行動而需要配置遊戲組並進行迎擊行動(防禦行動),或為了較對戰玩家之遊戲組更快地破壞對戰玩家之據點而需要控制遊戲組之攻擊行動。Therefore, for the game team of the opposing player that wants to attack the base established by itself, each player needs to configure the game team and perform counter-action (defensive action) in order to prevent the attack, or needs to control the attack of the game team in order to destroy the base of the opposing player faster than the game team of the opposing player.

此處,重要的是,可移動之區域根據遊戲組之類型而不同。例如,於遊戲組之類型為防禦類型之情形時,因該遊戲組係用於防衛玩家之基地等之據點之遊戲組,且玩家之基地等之據點配置於第1區域31,故作為結果,防禦類型之遊戲組僅可於第1區域31內移動。另一方面,於遊戲組之類型為攻擊類型之情形時,該遊戲組係攻擊對戰玩家之基地或來攻擊本玩家之基地之據點的對戰玩家之戰艦等之據點之遊戲組,因對戰玩家之基地之據點配置於第2區域32,且對戰玩家之戰艦等之據點可侵入(可配置於)第1區域31,故作為結果,攻擊類型之遊戲組可於第1區域31與第2區域32之兩者之區域移動。Here, it is important to note that the movable area differs depending on the type of the game group. For example, when the type of the game group is a defense type, since the game group is a game group for defending a base or other base of the player, and the base or other base of the player is arranged in the first area 31, the defense type game group can only move within the first area 31. On the other hand, when the type of the game group is an attack type, the game group is a game group that attacks the base of the opponent player or the base of the opponent player's battleship, etc., which comes to attack the base of the own player. Since the base of the opponent player is arranged in the second area 32, and the base of the opponent player's battleship, etc. can invade (can be arranged in) the first area 31, as a result, the attack type game group can move between both the first area 31 and the second area 32.

於對戰遊戲之開始時點,成為對戰玩家登錄之遊戲組之資訊尚未判明之狀態。玩家可於對戰遊戲開始後之任意時序,於遊戲場域展開自身登錄之遊戲組各者,於對戰玩家在遊戲場域展開遊戲組之時點,通知該遊戲組由何種遊戲要素(搭乘物及飛行員)構成。藉由如此構成,可向玩家提供一面洞悉對戰玩家之遊戲組或行動、一面戰略性地展開遊戲之趣味性。At the start of the battle game, the information of the game team registered by the opposing player is not yet known. The player can deploy each of the game teams registered by himself on the game field at any time after the battle game starts. When the opposing player deploys the game team on the game field, the game team is informed of what kind of game elements (mounts and pilots) the game team is composed of. By configuring in this way, the player can understand the game team or actions of the opposing player and develop the game strategically.

又,於共鬥對戰模式中,玩家可於對戰中對共鬥玩家發出共鬥請求。共鬥請求可藉由選擇顯示於遊戲場域之共鬥請求按鈕34而進行。當選擇共鬥請求時,發動共鬥玩家設定之戰艦之支援能力中之一個支援能力,對對戰玩家施加攻擊(攻擊支援)、或對玩家進行補給支援。該共鬥請求於對戰遊戲中僅可執行指定次數。例如,1次或2次。其原因在於,若可多次進行共鬥請求,則會失去遊戲平衡。Furthermore, in the co-fighting battle mode, a player can issue a co-fighting request to a co-fighting player in a battle. The co-fighting request can be made by selecting the co-fighting request button 34 displayed on the game field. When the co-fighting request is selected, one of the support capabilities of the battleship set by the co-fighting player is activated to attack the fighting player (attack support) or to provide supply support to the player. The co-fighting request can only be executed a specified number of times in the battle game. For example, once or twice. The reason is that if the co-fighting request can be made multiple times, the game balance will be lost.

<遊戲裝置1之構成> 圖5係本發明之實施形態之遊戲裝置1之正面之外觀圖。 <Structure of the game device 1> Figure 5 is a front view of the game device 1 of the embodiment of the present invention.

遊戲裝置1具備:顯示部11(顯示器11),其顯示選單等遊戲中進展所需之資訊或遊戲場域等;第1遊戲要素讀取部121~125,其等用於自玩家持有之遊戲卡登錄於對戰遊戲中登場之第1遊戲要素(飛行員);及第2遊戲要素讀取部131~135,其等用於自玩家持有之遊戲卡登錄於對戰遊戲中登場之第2遊戲要素(搭乘物)。The game device 1 comprises: a display unit 11 (display 11), which displays information or a game field etc. required for progressing in the game such as a menu; a first game element reading unit 121-125, which is used to register a first game element (pilot) that appears in the battle game from a game card held by a player; and a second game element reading unit 131-135, which is used to register a second game element (vehicle) that appears in the battle game from a game card held by a player.

第1遊戲要素讀取部121~125係自遊戲卡讀取遊戲中登場之第1遊戲要素即飛行員之角色資訊之讀取器。本實施形態之遊戲裝置1由於可登錄最多(上限)5位之飛行員作為使用遊戲要素,故設置有5個第1遊戲要素讀取部121~125。藉由玩家自持有之遊戲卡將對戰遊戲中登場之飛行員(第1遊戲要素)之遊戲卡P設置(配置)於第1遊戲要素讀取部121~125,第1遊戲要素讀取部121~125可讀取飛行員(第1遊戲要素)之遊戲卡之識別資訊等。The first game element reading units 121-125 are readers for reading the role information of the first game element, i.e., the pilot, that appears in the game from the game card. Since the game device 1 of this embodiment can register a maximum of (up to) 5 pilots as game elements, five first game element reading units 121-125 are provided. The first game element reading units 121-125 can read the identification information of the game card of the pilot (first game element) by setting (arranging) the game card P of the pilot (first game element) that appears in the battle game from the game card held by the player, etc.

第2遊戲要素讀取部131~135係自遊戲卡讀取於遊戲中登場之第2遊戲要素即搭乘物之角色資訊之讀取器。本實施形態之遊戲裝置1由於可登錄最多(上限)5之搭乘物作為使用遊戲要素,故設置5個第2遊戲要素讀取部131~135。玩家藉由自持有之遊戲卡將對戰遊戲中登場之搭乘物(第2遊戲要素)之遊戲卡設置(配置)於第2遊戲要素讀取部131~135,而使第2遊戲要素讀取部131~135可讀取搭乘物(第2遊戲要素)之遊戲卡之識別資訊等。The second game element reading units 131-135 are readers for reading the character information of the second game element, i.e., the vehicle, that appears in the game from the game card. The game device 1 of this embodiment is provided with five second game element reading units 131-135 because a maximum (upper limit) of five vehicles can be registered as game elements. The player sets (configures) the game card of the vehicle (second game element) that appears in the battle game on the second game element reading units 131-135 using the game card he holds, so that the second game element reading units 131-135 can read the identification information of the game card of the vehicle (second game element).

且,可最多編成5組將登錄之1位飛行員與1具搭乘物設為一組之使用遊戲要素即遊戲組(部隊),而開始對戰遊戲。即,關於遊戲組(部隊),搭乘物之可登錄之最大數與飛行員之可登錄之最大數(上限數)相同,設定為5。Furthermore, you can start the battle game by forming up to 5 teams, using the game element of a game team (troop), which is a team consisting of one registered pilot and one registered vehicle. That is, regarding the game team (troop), the maximum number of registered vehicles is the same as the maximum number of registered pilots (upper limit), which is set to 5.

另,例如,於玩家剛開始使用遊戲裝置1之情形或玩家未攜帶遊戲卡之情形等可取得資訊之遊戲卡之數量不滿足搭乘物或飛行員各者之最大數(上限數)之情形時,構成遊戲組(部隊)之遊戲要素各者未必基於來自遊戲卡之資訊取得而登錄者。於該情形時,於遊戲裝置1側追加登錄所準備之遊戲要素,搭乘物與飛行員均登錄最大數,構成5組部隊即可。又,例如於登錄時導入成本等之概念之態樣中,亦可將登錄之遊戲組(部隊)數設定為少於最大數之複數個。In addition, for example, when the player has just started using the game device 1 or when the player does not bring a game card, the number of game cards that can obtain information does not meet the maximum number (upper limit) of each of the mounts or pilots, and the game elements that constitute the game team (troop) are not necessarily registered based on the information obtained from the game card. In this case, the prepared game elements are additionally registered on the game device 1 side, and the maximum number of mounts and pilots are registered to form 5 teams. In addition, in an embodiment in which the concept of cost is introduced at the time of registration, the number of game teams (troops) to be registered can also be set to a plurality less than the maximum number.

又,於本實施形態中,雖以將1位飛行員與1具搭乘物建立關聯作為1個遊戲組登錄進行說明,但本發明之實施不限於此。即,構成1個遊戲組之遊戲要素亦可為將複數位飛行員與1具搭乘物建立關聯、或者將1位飛行員與複數個搭乘物建立關聯。In addition, in this embodiment, although one pilot is associated with one vehicle and registered as one game set, the implementation of the present invention is not limited to this. That is, the game elements constituting one game set may also be to associate multiple pilots with one vehicle, or to associate one pilot with multiple vehicles.

圖6係顯示本發明之實施形態之遊戲裝置1之功能構成之方塊圖。FIG. 6 is a block diagram showing the functional structure of the gaming device 1 according to an embodiment of the present invention.

遊戲裝置1具備處理部10、顯示部11、第1遊戲要素讀取部121~125、第2遊戲要素讀取部131~135、操作輸入部14、價款檢測部15、使用者資訊讀取部16、聲音輸出部17、通信部18及記憶部19。The game device 1 includes a processing unit 10, a display unit 11, a first game element reading unit 121-125, a second game element reading unit 131-135, an operation input unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18 and a storage unit 19.

處理部10基於存儲於記憶部19之程式或資料、來自第1遊戲要素讀取部12、第2遊戲要素讀取部13、操作輸入部14之操作輸入信號等,統括控制遊戲裝置1之動作。處理部10之功能例如可藉由CPU(Central Processing Unit:中央處理單元)或GPU(Graphics Processing Unit:圖形處理單元)等之微處理器、ASIC(Application Specific Integrated Circuit:專用積體電路)、IC記憶體等之電子零件實現。具體而言,控制部10藉由讀出例如記錄於記錄部19之各部之動作程式,於記憶體展開並執行,而控制各部之動作。處理部10作為主要功能部,具備遊戲要素取得部110、遊戲組構成部111、遊戲執行部112、戰艦設定部113、共鬥對設定部114、及共鬥請求執行部115。稍後敘述該等部。The processing unit 10 controls the operation of the game device 1 based on the program or data stored in the memory unit 19, the operation input signal from the first game element reading unit 12, the second game element reading unit 13, and the operation input unit 14. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), an ASIC (Application Specific Integrated Circuit), and an IC memory. Specifically, the control unit 10 controls the operation of each unit by reading the operation program of each unit recorded in the recording unit 19, developing it in the memory, and executing it. The processing unit 10 includes, as main functional units, a game element acquisition unit 110, a game configuration unit 111, a game execution unit 112, a battleship setting unit 113, a co-op pair setting unit 114, and a co-op request execution unit 115. These units will be described later.

顯示部11基於自處理部10輸出之圖像信號顯示各種遊戲畫面。顯示部11之功能例如可藉由液晶等之平板顯示器、投影儀、頭戴式顯示器等顯示裝置實現。於圖5中,顯示部11相當於顯示器11。The display unit 11 displays various game screens based on the image signal output from the processing unit 10. The function of the display unit 11 can be realized by a display device such as a flat panel display such as a liquid crystal, a projector, a head-mounted display, etc. In FIG. 5 , the display unit 11 is equivalent to the display 11.

如上所述,第1遊戲要素讀取部121~125係第1遊戲要素之登錄數之上限即五個第1遊戲要素讀取部,係自玩家持有之遊戲卡讀取遊戲中登場之第1遊戲要素即飛行員之角色資訊之讀取器。自遊戲卡讀取第1遊戲要素例如可藉由將轉換遊戲卡之識別資訊等而得之1維或多維之編碼印刷於遊戲卡等,並讀取該1維或多維之編碼而進行。又,於遊戲卡之識別資訊等記錄於遊戲卡內含之近距離通信(NFC:Near Field Communication)用之標籤或IC晶片之情形時,自該等標籤或IC晶片讀取。讀取出之資訊與本裝置之識別資訊即讀取部ID(例如讀取部ID=121等)一起輸出至處理部10。As described above, the first game element reading units 121 to 125 are the upper limit of the number of first game element registrations, i.e., five first game element reading units, and are readers for reading the first game element, i.e., the role information of the pilot, that appears in the game from the game card held by the player. The first game element can be read from the game card, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information of the game card, etc., on the game card, etc., and reading the one-dimensional or multi-dimensional code. In addition, when the identification information of the game card, etc. is recorded on a tag or IC chip for near field communication (NFC) contained in the game card, it can be read from the tag or IC chip. The read information is output to the processing unit 10 together with the identification information of the device, namely, the reading unit ID (for example, reading unit ID=121, etc.).

如上所述,第2遊戲要素讀取部131~135係第2遊戲要素之登錄數之上限即五個之第2遊戲要素讀取部,係自玩家持有之遊戲卡讀取於遊戲中登場之第2遊戲要素即搭乗物之角色資訊之讀取器。自遊戲卡讀取第2遊戲要素例如可藉由將轉換遊戲卡之識別資訊等而獲得之1維或多維之編碼印刷於遊戲卡等,並讀取該1維或多維之編碼而進行。又,於遊戲卡之識別資訊等記錄於遊戲卡內含之近距離通信(NFC:Near Field Communication)用之標籤或IC晶片之情形時,自該等標籤或IC晶片讀取。讀取出之資訊與本裝置之識別資訊即讀取部ID(例如讀取部ID=131等)一起輸出至處理部10。As described above, the second game element reading units 131 to 135 are the second game element reading units with the upper limit of the number of second game element registrations, i.e., five, and are readers for reading the character information of the second game element, i.e., the board, that appears in the game from the game card held by the player. The second game element can be read from the game card, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information of the game card, etc., on the game card, etc., and reading the one-dimensional or multi-dimensional code. In addition, when the identification information of the game card, etc. is recorded on a tag or IC chip for near field communication (NFC) contained in the game card, it can be read from the tag or IC chip. The read information is output to the processing unit 10 together with the identification information of the device, namely, the reading unit ID (for example, reading unit ID=131, etc.).

由第1遊戲要素讀取部121~125讀取出之第1遊戲要素與由第2遊戲要素讀取部131~135讀取出之第2遊戲要素構成遊戲組,如上所述,一個遊戲組係一個第1遊戲要素即飛行員與一個第2遊戲要素即搭乘物之組合。因此,為了使玩家容易識別構成遊戲組之第1遊戲要素即飛行員與第2遊戲要素即搭乘物之組合,第1遊戲要素讀取部121~125與第2遊戲要素讀取部131~135以成為組之第1遊戲要素讀取部121~125之一邊與第2遊戲要素讀取部131~135之一邊至少相鄰之方式配置。例如,以第1遊戲要素讀取部121之下邊與第2遊戲要素讀取部131之上邊相鄰而成為上下一組之方式配置。藉此,玩家可容易理解由第1遊戲要素讀取部121讀取之遊戲卡之飛行員與由第2遊戲要素讀取部131讀取之遊戲卡之搭乘物為一個組,構成遊戲組。其他第1遊戲要素讀取部122~125與第2遊戲要素讀取部132~135之組合亦同樣。The first game elements read by the first game element reading units 121-125 and the second game elements read by the second game element reading units 131-135 constitute a game set. As described above, one game set is a combination of one first game element, i.e., a pilot, and one second game element, i.e., a vehicle. Therefore, in order to make it easy for the player to recognize the combination of the first game element, i.e., the pilot, and the second game element, i.e., the vehicle constituting the game set, the first game element reading units 121-125 and the second game element reading units 131-135 are arranged so that one side of the first game element reading units 121-125 and one side of the second game element reading units 131-135 constituting the set are at least adjacent to each other. For example, the lower side of the first game element reading unit 121 and the upper side of the second game element reading unit 131 are arranged adjacent to each other to form a set. In this way, the player can easily understand that the pilot of the game card read by the first game element reading unit 121 and the vehicle of the game card read by the second game element reading unit 131 are a set, which constitutes a game set. The same applies to the combination of the other first game element reading units 122 to 125 and the second game element reading units 132 to 135.

操作輸入部14用於供玩家輸入與遊戲有關之各種操作,將與操作輸入對應之操作輸入信號輸出至處理部10。操作輸入部14之功能例如當然可藉由觸控面板、觸控操作墊、主頁按鈕、按鈕開關、或搖桿、軌跡球等直接由玩家以手指操作之元件實現,亦可藉由加速度感測器或角速度感測器、傾斜感測器、地磁感測器等檢測運動或姿勢之元件等實現。於本實施形態中,添加於顯示部11之觸控操作面板相當於此。The operation input unit 14 is used for the player to input various operations related to the game, and outputs the operation input signal corresponding to the operation input to the processing unit 10. The function of the operation input unit 14 can be realized by a touch panel, a touch operation pad, a home button, a button switch, or a joystick, a trackball, etc., which are directly operated by the player with a finger, or by an acceleration sensor, an angular velocity sensor, a tilt sensor, a geomagnetic sensor, etc., which detects movement or posture. In this embodiment, the touch operation panel added to the display unit 11 is equivalent to this.

價款檢測部15檢測於遊戲裝置1中進行價款之支付。價款之支付亦可藉由例如於遊戲裝置1具有之未圖示之投入口投入指定金額之硬幣或相當之遊戲幣、或檢測基於與指定電子貨幣之晶片之通信之結算處理之完成等而進行判斷。本實施形態之遊戲裝置1以基於服務提供開始之價款之支付,開始提供包含提供一連串之遊戲之競技體驗之服務進行說明。又,價款之支付構成為亦可於服務提供開始後檢測。The price detection unit 15 detects the payment of the price in the game device 1. The payment of the price can also be determined by, for example, inserting a coin of a specified amount or an equivalent game coin into an unillustrated slot of the game device 1, or detecting the completion of the settlement process based on the communication with the chip of the specified electronic currency. The game device 1 of this embodiment is explained by starting to provide a service including a series of game competition experiences based on the payment of the price at the start of service provision. In addition, the payment of the price can also be detected after the start of service provision.

使用者資訊讀取部16為了識別使用遊戲裝置1之玩家,而進行來自記錄有玩家ID(玩家識別資訊)之物品之資訊取得。於本實施形態中,記錄有玩家ID之物品係以卡之態樣構成之玩家卡。The user information reading unit 16 acquires information from an item having a player ID (player identification information) recorded thereon in order to identify the player using the game device 1. In the present embodiment, the item having the player ID recorded thereon is a player card in the form of a card.

聲音輸出部17係用於基於自處理部10輸出之聲音信號,將與遊戲有關之效果音等進行聲音輸出之揚聲器等。The sound output unit 17 is a speaker or the like that outputs sound effects related to the game based on the sound signal output from the processing unit 10 .

通信部18係與外部裝置之通信介面。通信部18經由通信線路N(不拘於有線/無線)與外部裝置連接,可進行資料之收發。通信部18將例如作為發送對象輸入之資訊轉換為指定格式之資料,並經由通信線路N發送至伺服器2等之外部裝置。又,通信部18經由例如通信線路N自外部裝置接收資訊。The communication unit 18 is a communication interface with an external device. The communication unit 18 is connected to an external device via a communication line N (not limited to wired/wireless) and can send and receive data. The communication unit 18 converts information input as a transmission target into data in a specified format and sends it to an external device such as the server 2 via the communication line N. In addition, the communication unit 18 receives information from an external device via, for example, the communication line N.

記錄媒體19係例如非揮發性記憶體或HDD(Hard Disc Drive:硬碟機)等之可保持資料之記錄裝置。記錄媒體19除記憶遊戲裝置1具有之各部之動作程式外,亦記憶各部之動作所需之參數之資訊、或由遊戲裝置1執行之對戰遊戲中使用之各種圖形資料等。The recording medium 19 is a recording device capable of storing data, such as a non-volatile memory or a HDD (Hard Disc Drive). The recording medium 19 stores not only the operation programs of each part of the game device 1, but also the information of the parameters required for the operation of each part, or various graphic data used in the fighting game executed by the game device 1.

又,於記錄媒體19存儲有遊戲要素資料庫190(遊戲要素DB190)。遊戲要素DB190係管理遊戲中登場之遊戲要素各者之資訊(要素資訊)之資料庫。於本實施形態之遊戲裝置1中,玩家藉由於玩遊戲時將遊戲卡配置於第1遊戲要素讀取部121~125及第2遊戲要素讀取部132~135並進行資訊之取得,而可使與該遊戲卡建立對應之遊戲要素於遊戲中登場。對1個遊戲要素進行管理之要素資訊例如如圖7所示,包含與唯一特定遊戲要素之要素ID(識別資訊)191建立關聯,表示對該遊戲要素分配之遊戲中之種類(類型)之種類資訊192、包含可用於產生使該遊戲要素於遊戲中登場時之畫面之圖形資料等之描繪用資訊193、除該遊戲要素之名稱、屬性等之外亦記述有按該遊戲要素之每個要素等級確定之參數等之參數資訊(角色資訊)194、及記述有發動條件及發動之效果等之技能資訊195。參數資訊194及技能資訊195係於使遊戲要素登場之遊戲中供參照之資訊,涉及到該遊戲之進展控制。In addition, a game element database 190 (game element DB 190) is stored in the recording medium 19. The game element DB 190 is a database that manages information (element information) of each game element that appears in the game. In the game device 1 of this embodiment, when playing the game, the player places the game card in the first game element reading unit 121-125 and the second game element reading unit 132-135 and obtains information, thereby making the game element corresponding to the game card appear in the game. The element information for managing one game element, for example, as shown in FIG. 7, includes category information 192 which is associated with an element ID (identification information) 191 which uniquely identifies the game element and indicates the category (type) in the game to which the game element is assigned, description information 193 which includes graphic data that can be used to generate a screen when the game element appears in the game, parameter information (role information) 194 which describes parameters determined for each element level of the game element in addition to the name and attributes of the game element, and skill information 195 which describes activation conditions and activation effects. The parameter information 194 and the skill information 195 are information for reference in the game in which the game element appears, and are related to the progress control of the game.

另,於本實施形態中,雖以於遊戲要素DB190存儲圖形資料、參數資訊、技能資訊等,且要素資訊包含該等資料進行說明,但本發明之實施並不限於此。亦可於要素資訊包含表示各資訊之資料之存儲場所之資訊。In addition, in this embodiment, although the game element DB 190 stores graphic data, parameter information, skill information, etc., and the element information includes these data, the implementation of the present invention is not limited to this. The element information may also include information indicating the storage location of the data of each information.

接著,對處理部10之主要功能部,即遊戲要素取得部110、遊戲組構成部111、遊戲執行部112、戰艦設定部113、共鬥對設定部114及共鬥請求執行部115進行說明。Next, the main functional units of the processing unit 10, namely, the game element acquisition unit 110, the game composition unit 111, the game execution unit 112, the battleship setting unit 113, the joint battle pair setting unit 114 and the joint battle request execution unit 115 are explained.

遊戲要素取得部110取得由第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135讀取出之遊戲卡之要素ID191。此時,亦取得識別讀取出遊戲卡之要素ID191之第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135之讀取部ID(以下,將第1遊戲要素讀取部121~125之讀取部ID設為121~125,將第2遊戲要素讀取部131~135之讀取部ID設為131~135進行說明)。遊戲要素取得部110自遊戲要素DB190取得與取得之遊戲卡之要素ID191建立關聯之種類資訊192、描繪用資訊193、參數資訊194及技能資訊195。且,遊戲要素取得部110將讀取部ID與遊戲要素ID191、種類資訊192、描繪用資訊193、參數資訊194及技能資訊195建立關聯,而輸出至遊戲組構成部111及遊戲執行部112。另,藉由第1遊戲要素讀取部121~125與遊戲要素取得部110,作為第1遊戲要素登錄機構發揮功能。又,藉由第2遊戲要素讀取部131~135與遊戲要素取得部110,作為第2遊戲要素登錄機構發揮功能。The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121 to 125 and the second game element reading units 131 to 135. At this time, the reading unit IDs of the first game element reading units 121 to 125 and the second game element reading units 131 to 135 that identify the element ID 191 of the read game card are also acquired (hereinafter, the reading unit IDs of the first game element reading units 121 to 125 are set as 121 to 125, and the reading unit IDs of the second game element reading units 131 to 135 are set as 131 to 135 for explanation). The game element acquisition unit 110 acquires the type information 192, the drawing information 193, the parameter information 194, and the skill information 195 associated with the element ID 191 of the acquired game card from the game element DB 190. The game element acquisition unit 110 associates the reading unit ID with the game element ID 191, the type information 192, the drawing information 193, the parameter information 194, and the skill information 195, and outputs them to the game configuration unit 111 and the game execution unit 112. In addition, the first game element reading units 121 to 125 and the game element acquisition unit 110 function as a first game element registration mechanism. Furthermore, the second game element reading units 131 to 135 and the game element acquiring unit 110 function as a second game element registration means.

遊戲組構成部111自遊戲要素取得部110接收讀取部ID、要素ID191、種類資訊192、描繪用資訊193及參數資訊194,由成為組之第1遊戲要素即飛行員與第2遊戲要素即搭乘物構成一個遊戲組(部隊)。遊戲組構成部111自讀取部ID特定成為組之第1遊戲要素與第2遊戲要素。於本實施形態中,(讀取部ID:121,讀取部ID:131)、(讀取部ID:122,讀取部ID:132)、(讀取部ID:123,讀取部ID:133)、(讀取部ID:124,讀取部ID:134)、(讀取部ID:125,讀取部ID:135)之讀取部ID之組合與構成一個遊戲組之遊戲要素對應。遊戲組構成部111藉由特定與各組之讀取部ID建立關聯之要素ID191,而特定成為組之第1遊戲要素與第2遊戲要素。且,遊戲組構成部111使用與該要素ID191建立關聯之種類資訊192、描繪用資訊193、參數資訊194及技能資訊195構成遊戲組。遊戲組之能力例如為構成遊戲組之第1遊戲要素即飛行員之角色資訊(各種參數)、與第2遊戲要素即搭乘物之角色資訊(各種參數)之合計值。再者,亦可使遊戲組之能力反映與由使用者資訊讀取部16自玩家卡讀出之玩家ID建立關聯之其他資訊,例如玩家之等級、各遊戲要素之修正參數等。有將該等遊戲組所反映之參數記載為初始參數之情形。又,遊戲組之行動特性從屬(依存)於構成要素之第1遊戲要素即飛行員之類型(種類)或第2遊戲要素即搭乘物之類型(種類)之至少任一者。The game set configuration unit 111 receives the reading unit ID, the element ID 191, the type information 192, the description information 193 and the parameter information 194 from the game element acquisition unit 110, and configures a game set (unit) from the first game element, i.e., the pilot, and the second game element, i.e., the vehicle. The game set configuration unit 111 identifies the first game element and the second game element that form a group from the reading unit ID. In this embodiment, a combination of the reading unit IDs (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) corresponds to a game element constituting one game set. The game set component 111 specifies the first game element and the second game element constituting the set by specifying the element ID 191 associated with the reading unit ID of each set. The game set configuration unit 111 uses the type information 192, the description information 193, the parameter information 194, and the skill information 195 associated with the element ID 191 to configure the game set. The ability of the game set is, for example, the total value of the role information (various parameters) of the pilot, which is the first game element constituting the game set, and the role information (various parameters) of the vehicle, which is the second game element. Furthermore, the ability of the game set may also reflect other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level, the modified parameters of each game element, etc. There is a case where the parameters reflected by the game set are recorded as initial parameters. Furthermore, the action characteristics of the game set are subordinate to (dependent on) at least one of the first game element, i.e., the type (type) of the pilot, or the second game element, i.e., the type (type) of the vehicle.

再者,遊戲組構成部111作為遊戲組之能力,可添加第1遊戲要素或第2遊戲要素具有之技能。例如,於第2遊戲要素之搭乘物具有技能之情形時,將該第2遊戲要素之搭乘物作為構成要素之遊戲組可具有第2遊戲要素之搭乘物之技能。Furthermore, the game set configuration unit 111 can add the skills of the first game element or the second game element as the ability of the game set. For example, when the vehicle of the second game element has a skill, the game set having the vehicle of the second game element as a configuration element can have the skill of the vehicle of the second game element.

遊戲執行部112控制自對戰遊戲之開始至結束之一連串遊戲(亦包含遊戲圖像之顯示),當價款檢測部15檢測到價款之支付時,開始對戰遊戲。對戰遊戲之對戰將由遊戲組構成部111構成之遊戲組(部隊)及設定之戰艦(第2種遊戲要素之第1遊戲要素)配置於遊戲場域。且,遊戲執行部12根據玩家對遊戲組(部隊)進行之操作輸入控制對戰之進展。又,遊戲執行部112於對戰中,使用各遊戲組及戰艦之各種參數進行攻擊、防禦之計算,判定遊戲組及戰艦之可對戰狀態及無法對戰狀態。又,遊戲管理部112亦顯示可識別遊戲組之可對戰狀態及無法對戰狀態、或者技能之發動、其他狀態的各種展示圖像。The game execution unit 112 controls a series of games from the start to the end of the battle game (including the display of game images). When the price detection unit 15 detects the payment of the price, the battle game starts. The battle of the battle game is arranged on the game field by the game team (troops) formed by the game team composition unit 111 and the set battleships (the first game element of the second game element). In addition, the game execution unit 112 controls the progress of the battle according to the player's operation input on the game team (troops). In addition, the game execution unit 112 uses various parameters of each game team and battleship to calculate the attack and defense during the battle, and determines the battle-ready state and the battleship state of the game team and battleship. In addition, the game management unit 112 also displays various display images that can identify the game team's battle-ready state and battle-incapable state, or the activation of skills and other states.

戰艦設定部113係使用記憶有可設定之戰艦相關之資訊之戰艦資訊資料庫200,設定/管理玩家之戰艦之部。戰艦資訊資料庫200存儲於記錄媒體19。按每個戰艦與艦長之組(組合)、每個該戰艦組識別資訊(戰艦組ID)準備戰艦資訊資料庫200。圖8係顯示戰艦組ID1之戰艦資訊資料庫200之一例之圖。於圖8之例中,戰艦組ID1之戰艦資訊資料庫200包含識別戰艦之戰艦識別資訊(戰艦ID)201、該戰艦名202、識別艦長之艦長識別資訊(艦長ID)203、該艦長名204、戰艦圖像資料205、艦長圖像資料206、戰艦之攻擊參數207、戰艦之防禦參數208及支援能力資訊209。以下,統稱戰艦資訊資料庫200之各資訊而將其記載為戰艦資訊。支援能力資訊209係於自共鬥玩家接收到共鬥請求之情形時,對共鬥玩家之支援內容之資訊。支援內容根據戰艦之種類而不同,例如如圖8所示,係自戰艦對於共鬥玩家之對戰遊戲之據點之炮擊支援、對共鬥玩家之補給支援、來自受請求共鬥之玩家之遊戲組之攻擊支援等。又,於受請求共鬥之情形時,支援能力資訊209亦包含進行何種支援之抽選概率。The battleship setting unit 113 is a unit for setting/managing the player's battleship using the battleship information database 200 storing information related to the battleships that can be set. The battleship information database 200 is stored in the recording medium 19. The battleship information database 200 is prepared for each combination (combination) of a battleship and a captain and for each battleship group identification information (battleship group ID). FIG. 8 is a diagram showing an example of the battleship information database 200 of battleship group ID1. In the example of FIG8 , the battleship information database 200 of battleship group ID1 includes battleship identification information (battleship ID) 201 for identifying a battleship, the battleship name 202, captain identification information (captain ID) 203 for identifying the captain, the captain name 204, battleship image data 205, captain image data 206, battleship attack parameters 207, battleship defense parameters 208, and support capability information 209. Hereinafter, each information of the battleship information database 200 is collectively referred to as battleship information. The support capability information 209 is information on the content of support for the co-player when a co-player request is received from the co-player. The support content varies depending on the type of battleship. For example, as shown in FIG8 , it includes bombardment support from the battleship to the base of the co-player's battle game, supply support to the co-player, attack support from the game team of the player who is requested to fight, etc. In addition, in the case of being requested to fight, the support capability information 209 also includes the probability of drawing a lottery for which type of support is to be provided.

該等戰艦及艦長之組可藉由達成遊戲之事件而得之報酬、與遊戲內貨幣之交換等而取得,取得之戰艦及艦長之組與後述之玩家資料庫210之玩家ID建立關聯地記憶於報酬資訊215。The battleship and captain combinations can be obtained through rewards obtained by completing game events, exchange with in-game currency, etc. The obtained battleship and captain combinations are associated with the player ID of the player database 210 described later and stored in the reward information 215.

戰艦設定部113於與對戰階段不同之第1階段之戰艦設定畫面中,設定玩家之戰艦。玩家可設定之戰艦係與玩家ID建立關聯而登錄於報酬資訊215之戰艦及艦長之組。戰艦設定部113自戰艦資訊資料庫200讀出登錄於報酬資訊215之戰艦及艦長之組之戰艦資訊,並顯示戰艦設定畫面。圖9係顯示戰艦設定畫面之一例之圖。於圖9之戰艦設定畫面,顯示出戰艦A與艦長X之戰艦組1、戰艦B與艦長Y之戰艦組2。玩家藉由選擇設定之戰艦組,玩家可設定選擇之戰艦組。設定之戰艦組記錄於後述之玩家資料庫210之擁有資訊213。The battleship setting unit 113 sets the player's battleship in the battleship setting screen of the first stage which is different from the battle stage. The battleship that the player can set is a battleship and captain combination registered in the reward information 215 in association with the player ID. The battleship setting unit 113 reads the battleship information of the battleship and captain combination registered in the reward information 215 from the battleship information database 200, and displays the battleship setting screen. FIG. 9 is a diagram showing an example of the battleship setting screen. In the battleship setting screen of FIG. 9, battleship combination 1 of battleship A and captain X and battleship combination 2 of battleship B and captain Y are displayed. The player can set the selected battleship set by selecting the battleship set to be set. The set battleship set is recorded in the ownership information 213 of the player database 210 described later.

共鬥對設定部114使共鬥之玩家進行匹配而設定共鬥對。共鬥對之設定方法有以下方法。The fighting pair setting unit 114 matches the fighting players to set the fighting pairs. The following methods are available for setting the fighting pairs.

(1)於使用設置於同一店鋪內之遊戲裝置1之玩家間設定共鬥對(店鋪內共鬥對設定)。 於與朋友組成共鬥對之情形時等,認為大多情形時使用設置於同一店鋪內之遊戲裝置1實施遊戲。因此,對設置於同一店鋪內之遊戲裝置1彼此進行匹配,設定共鬥對。具體而言,藉由欲組成共鬥對之玩家彼此於同時序按下共鬥對設定按鈕,於伺服器2側檢測該時序,而特定共鬥玩家之遊戲裝置1,設定共鬥對。稍後敘述具體之動作。 (1) Setting a fighting pair between players using game devices 1 installed in the same store (in-store fighting pair setting). In the case of forming a fighting pair with friends, it is believed that in most cases, the game is played using the game device 1 installed in the same store. Therefore, the game devices 1 installed in the same store are matched with each other to set a fighting pair. Specifically, the players who want to form a fighting pair press the fighting pair setting button at the same time, and the server 2 detects the timing, and the game device 1 of the fighting player is specified to set the fighting pair. The specific operation will be described later.

(2)將玩家、與於遊戲裝置1或遊戲伺服器2側準備之非玩家角色設定為共鬥對(非玩家角色共鬥對設定)。 於沒有朋友等而一人競技之情形時,若可請求共鬥,則亦可更享受遊戲。於該種情形時,可與於遊戲裝置1或遊戲伺服器2側準備之非玩家角色設定共鬥對。具體而言,選擇與非玩家角色共鬥之按鈕,將遊戲裝置1或遊戲伺服器2側準備之非玩家角色與玩家設定為共鬥對。稍後敘述具體之動作。 (2) Set the player and the non-player characters prepared on the game device 1 or the game server 2 as a fighting pair (non-player character fighting pair setting). If you can request a fight when you are playing alone without friends, you can enjoy the game more. In this case, you can set a fighting pair with the non-player characters prepared on the game device 1 or the game server 2. Specifically, select the button to fight with non-player characters, and set the non-player characters prepared on the game device 1 or the game server 2 and the player as a fighting pair. The specific operation will be described later.

另,為了後述之共鬥對之設定,共鬥對設定部114記憶唯一識別遊戲裝置1之遊戲裝置識別資訊。圖10係顯示遊戲裝置識別資訊之一例之圖。圖10之遊戲裝置識別資訊由6位數值構成,上階3位數值為識別店鋪之數值,下階3位數為識別該店鋪之遊戲裝置1之數值。In addition, for the setting of the fighting pair described later, the fighting pair setting unit 114 stores the game device identification information that uniquely identifies the game device 1. Fig. 10 is a diagram showing an example of the game device identification information. The game device identification information of Fig. 10 is composed of 6 digits, the upper 3 digits are the values for identifying the store, and the lower 3 digits are the values for identifying the game device 1 of the store.

共鬥請求執行部115藉由於對戰遊戲中,玩家選擇共鬥請求,而自共鬥玩家設定之戰艦之支援種類中發動一個支援種類。根據自伺服器2發送之共鬥玩家資訊所含之戰艦組ID,特定共鬥玩家設定之戰艦之資訊。共鬥請求執行部115自戰艦資訊資料庫200讀出與共鬥玩家設定之戰艦組ID對應之支援種類之概率,並自該概率決定支援種類。且,共鬥請求執行部115發動決定之支援種類之效果。The co-fighting request execution unit 115 activates a support type from the support types of the battleships set by the co-fighting player when the player selects a co-fighting request in the battle game. The information of the battleships set by the co-fighting player is specified based on the battleship group ID included in the co-fighting player information sent from the server 2. The co-fighting request execution unit 115 reads the probability of the support type corresponding to the battleship group ID set by the co-fighting player from the battleship information database 200, and determines the support type based on the probability. Furthermore, the co-fighting request execution unit 115 activates the effect of the determined support type.

接著,對本實施形態之伺服器2進行說明。圖11係顯示本發明之實施形態之伺服器2之功能構成之方塊圖。伺服器2具備處理部20、記憶部21及通信部22。Next, the server 2 of this embodiment will be described. Fig. 11 is a block diagram showing the functional structure of the server 2 of the embodiment of the present invention. The server 2 includes a processing unit 20, a memory unit 21 and a communication unit 22.

處理部20為例如CPU,控制伺服器2具有之各區塊之動作。具體而言,處理部20例如讀出記錄於記錄部21之各區塊之動作程式,於記憶體展開並執行,藉此控制各區塊之動作。處理部20作為主要功能部,具備共鬥對匹配處理部201、對戰玩家匹配處理部202及管理部203。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 reads the operation program of each block recorded in the recording unit 21, expands and executes it in the memory, thereby controlling the operation of each block. The processing unit 20 has a co-op pair matching processing unit 201, a battle player matching processing unit 202, and a management unit 203 as a main functional unit.

共鬥對匹配處理部201將玩家彼此匹配為共鬥對。匹配之共鬥對為真實玩家彼此、或真實玩家與非玩家角色。共鬥對匹配處理部201為了共鬥對之匹配,具有遊戲裝置識別資訊資料庫300。遊戲裝置識別資訊資料庫300係記憶有設置於店鋪且可運轉之遊戲裝置1之遊戲裝置識別資訊的資料庫。圖12係顯示遊戲裝置識別資訊資料庫300之一例之圖。另,遊戲裝置識別資訊資料庫300可按每個店鋪準備、亦可為將全部清單化之一個資料庫。稍後敘述共鬥對匹配處理部201之具體動作。The fighting pair matching processing unit 201 matches players into fighting pairs. The matched fighting pairs are real players or real players and non-player characters. The fighting pair matching processing unit 201 has a game device identification information database 300 for matching fighting pairs. The game device identification information database 300 is a database that stores game device identification information of game devices 1 that are installed in stores and can be operated. Figure 12 is a diagram showing an example of the game device identification information database 300. In addition, the game device identification information database 300 can be prepared for each store, or it can be a database that lists all. The specific actions of the fighting pair matching processing unit 201 will be described later.

又,以備選擇非玩家角色作為共鬥對之情形,共鬥對匹配處理部201預先設定作為共鬥對之非玩家角色、非玩家角色之戰艦組、及該戰艦組之戰艦資訊。另,作為共鬥對之非玩家角色亦可為複數個。於該情形時,預先設定與各非玩家角色對應之戰艦組及該戰艦組之戰艦資訊。In addition, in case of selecting a non-player character as a combatant, the combatant matching processing unit 201 pre-sets the non-player character as a combatant, the battleship group of the non-player character, and the battleship information of the battleship group. In addition, there may be plural non-player characters as a combatant. In this case, the battleship group corresponding to each non-player character and the battleship information of the battleship group are pre-set.

對戰玩家匹配處理部202對於本實施形態之遊戲系統中提供之玩家間之對戰遊戲(人人對戰)進行匹配處理。藉由匹配處理,對連接於伺服器2之遊戲裝置1中之例如同時期發送匹配要求之2台遊戲裝置1設置對話,轉變為可進行對戰遊戲之資訊通信之狀態。The player matching processing unit 202 performs matching processing for the player-to-player game (player-to-player game) provided in the game system of this embodiment. Through the matching processing, a dialogue is set for two game devices 1 connected to the server 2, for example, which send matching requests at the same time, and the game devices 1 are changed to a state where information communication for the game can be performed.

雖為對戰玩家匹配處理部202之共鬥對戰模式下之對戰玩家之匹配,但於選擇共鬥對戰模式之玩家間進行匹配。其原因在於,於一對戰玩家側非共鬥對戰模式之情形時,無法接收攻擊等之支援而有損公平。且,對於每個共鬥玩家,與對應於該玩家之等級(排名)之對戰玩家進行匹配。圖13係顯示對戰玩家匹配之一例之圖。於圖13之例中,玩家A與玩家B處於共鬥對之關係,玩家C與玩家E處於共鬥對之關係,玩家D與玩家F處於共鬥對之關係。此處,以玩家A之等級與玩家C之等級不背離之方式以指定範圍內之等級差進行匹配,以玩家B之等級與玩家D之等級不背離之方式以指定範圍內之等級差進行匹配。此時,留意共鬥對之玩家A與玩家B之對戰玩家不是同一玩家。例如,以玩家A及玩家B之對戰玩家不都是玩家C之方式進行匹配。另,匹配之對戰玩家無需如共鬥對般為與玩家同一店鋪內之玩家。Although the matching of the fighting players in the co-fighting mode of the fighting player matching processing unit 202 is performed, the matching is performed between the players who have selected the co-fighting mode. The reason is that when a fighting player is not in the co-fighting mode, he cannot receive support such as attacking, which damages fairness. Moreover, for each co-fighting player, it is matched with a fighting player corresponding to the level (ranking) of the player. FIG. 13 is a diagram showing an example of the matching of fighting players. In the example of FIG. 13, player A and player B are in a co-fighting pair relationship, player C and player E are in a co-fighting pair relationship, and player D and player F are in a co-fighting pair relationship. Here, the level difference between player A and player C is matched within the specified range, and the level difference between player B and player D is matched within the specified range. At this time, please note that the players of player A and player B in the co-op are not the same players. For example, the players of player A and player B are not all player C. In addition, the players matched do not need to be players in the same store as the co-op as in the co-op.

又,對戰玩家匹配處理部202於無法匹配與上述條件一致之實際玩家之情形時,亦可代替實際玩家,使其與條件一致之非玩家角色進行匹配。Furthermore, when the battle player matching processing unit 202 cannot match an actual player that meets the above conditions, it can also replace the actual player and match it with a non-player character that meets the conditions.

再者,對戰玩家匹配處理部202於共鬥對中之任一玩家之等級低於指定等級之情形時,使低於該指定等級之玩家與非玩家角色匹配。例如,指定等級較低、且低於指定等級之玩家為初學者。如此,可匹配適合初學者之等級之對戰玩家,初學者可以輕鬆愉快之心情參加。另一方面,對戰玩家匹配處理部202於共鬥對雙方之玩家超過指定等級之情形時,對雙方之玩家匹配實際玩家。其原因在於,超過指定等級之玩家為經驗者。Furthermore, when the level of any player in the fighting pair is lower than the designated level, the fighting player matching processing unit 202 matches the player lower than the designated level with a non-player character. For example, the designated level is lower and the player lower than the designated level is a beginner. In this way, fighting players of a level suitable for beginners can be matched, and beginners can participate in a relaxed and happy mood. On the other hand, when the players of both parties of the fighting pair exceed the designated level, the fighting player matching processing unit 202 matches the players of both parties with actual players. The reason is that the players who exceed the designated level are experienced.

管理部203基於遊戲裝置1中進行之遊戲之競技內容,管理遊戲之玩家之評價。更詳細而言,管理部203按每1次對戰遊戲競技,基於競技內容進行玩家之評價,產生或更新後述之該玩家之玩家資訊之評價資訊。The management unit 203 manages the evaluation of the players of the game based on the competition content of the game performed in the game device 1. More specifically, the management unit 203 evaluates the players based on the competition content for each battle game competition, and generates or updates the evaluation information of the player information of the player described later.

記錄部21係例如非揮發性記憶體或HDD等之可保持資料之記錄裝置。記錄部21除記憶伺服器2具有之各區塊之動作程式外,亦記憶於各區塊之動作所需之參數等之資訊。又,記錄部21記憶玩家資料庫210(玩家DB210)。The recording unit 21 is a recording device capable of storing data, such as a non-volatile memory or HDD. The recording unit 21 not only stores the operation programs of each block of the server 2, but also stores information such as parameters required for the operation of each block. The recording unit 21 also stores a player database 210 (player DB 210).

玩家DB210係於本實施形態之遊戲系統中,對於由遊戲裝置1提供競技體驗之遊戲,管理表示與各使用者(玩家)建立對應之遊戲之使用狀況之資訊(玩家資訊)之資料庫。玩家資訊係用於管理各玩家之遊戲競技之功能之使用歷程、或該玩家可使用之各種遊戲要素之資訊。玩家資訊根據遊戲裝置1中使用玩家卡後進行之遊戲之競技結果依次更新,並於再次使用該玩家卡時將其提供至遊戲裝置1。藉此,於該遊戲裝置1中,可提供反映出先前之遊戲競技之狀態下之遊戲競技。The player DB 210 is a database that manages information (player information) indicating the usage status of the game corresponding to each user (player) for the game provided by the game device 1 in the game system of this embodiment. The player information is used to manage the usage history of the game competition function of each player, or the information of various game elements that the player can use. The player information is updated in sequence according to the competition results of the game played after the player card is used in the game device 1, and is provided to the game device 1 when the player card is used again. In this way, the game competition in the state reflecting the previous game competition can be provided in the game device 1.

於本實施形態中,玩家資訊例如如圖14所示,與識別玩家之玩家ID211建立關聯,包含表示該玩家之遊戲競技之進展狀況之進展狀況資訊212、表示該玩家可於遊戲中使用之遊戲要素之擁有資訊213、表示可使用之遊戲要素各者之強化狀況之強化狀況資訊214、及表示賦予該玩家之報酬(亦可為其他種類之遊戲要素)之報酬資訊215。In this embodiment, the player information is associated with a player ID 211 for identifying the player, as shown in FIG. 14 , and includes progress information 212 indicating the progress of the player's game skills, possession information 213 indicating the game elements that the player can use in the game, enhancement information 214 indicating the enhancement status of each usable game element, and reward information 215 indicating the reward given to the player (which may also be other types of game elements).

此處,進展狀況資訊212除包含表示進行至指定故事之哪個階段之進展資訊、表示對戰遊戲之戰績之戰績資訊等外,亦包含評價玩家之競技狀況之評價資訊。擁有資訊213構成為依序追加與玩家玩遊戲時使用之遊戲卡建立對應之遊戲要素,即處於該玩家可使用之狀態之遊戲要素之要素ID191。又,擁有資訊213亦記錄由玩家設定之戰艦組之戰艦組ID。強化狀況資訊214構成為至少對於已進行強化(進行自初始狀態之變更)之遊戲要素,與該遊戲要素之要素ID191建立關聯,管理作為表示藉由強化而變動之參數之指標之要素等級。強化狀況資訊214於本實施形態中為了容易理解發明,以於能獲得遊戲裝置1中進行之遊戲之競技結果之情形時,進行內容之更新進行說明,但亦可為根據例如能獲得遊戲裝置1中利用育成之功能之育成結果之資訊等進行更新。報酬資訊215包含遊戲內之事件中取得之戰艦組之戰艦組ID等之資訊。Here, the progress status information 212 includes not only the progress information indicating the stage of the designated story, the performance information indicating the performance of the battle game, but also the evaluation information evaluating the player's competitive status. The possessed information 213 is constituted by sequentially adding the game elements corresponding to the game cards used by the player when playing the game, that is, the element ID 191 of the game elements that are in a state that the player can use. In addition, the possessed information 213 also records the battleship set ID of the battleship set set by the player. The enhanced status information 214 is constituted by establishing an association with the element ID 191 of at least the game element that has been enhanced (changed from the initial state), and managing the element level as an indicator of the parameter changed by the enhancement. In this embodiment, the enhanced status information 214 is explained as updating the content when the competition result of the game played in the game device 1 can be obtained for easy understanding of the invention, but it can also be updated based on information such as the result of the cultivation function using the cultivation function in the game device 1. The reward information 215 includes information such as the battleship set ID of the battleship set obtained in the event in the game.

通信部22係與外部裝置之通信介面。通信部22經由通信線路N(不拘於有線/無線)與外部裝置連接,可進行資料之收發。通信部22將例如作為發送對象輸入之資訊轉換為指定格式之資料,並經由通信線路N發送至遊戲裝置1等之外部裝置。又,通信部22經由例如通信線路N自外部裝置接收資訊。The communication unit 22 is a communication interface with an external device. The communication unit 22 is connected to an external device via a communication line N (not limited to wired/wireless) to transmit and receive data. The communication unit 22 converts information input as a transmission target into data in a specified format and transmits it to an external device such as the game device 1 via the communication line N. In addition, the communication unit 22 receives information from an external device via, for example, the communication line N.

<遊戲裝置1及伺服器2之動作> 說明遊戲裝置1之動作。圖15係遊戲裝置1之動作流程圖。另,於以下之說明中,對戰遊戲中可登錄之卡之最多張數(上限數)與飛行員卡(第1遊戲要素)、搭乘物卡(第2遊戲要素)皆設為5張。 <Operation of Game Device 1 and Server 2> The operation of game device 1 is described. Figure 15 is a flowchart of the operation of game device 1. In addition, in the following description, the maximum number of cards that can be registered in the battle game (upper limit) and the number of pilot cards (first game element) and vehicle cards (second game element) are all set to 5.

玩家於對戰遊戲之開始時,向遊戲裝置1具有之投入口投入成為對戰遊戲之服務執行之價款之指定金額之硬貨或相當之遊戲幣。當價款檢測部15檢測價款時(Step(步驟) 100),遊戲執行部112開始執行對戰遊戲之服務(步驟 101)。At the beginning of the battle game, the player inserts a designated amount of hard goods or equivalent game coins as the price for executing the battle game service into the input port of the game device 1. When the price detection unit 15 detects the price (Step 100), the game execution unit 112 starts executing the battle game service (Step 101).

玩家使使用者資訊讀取部16讀取玩家卡(步驟 102)。使用者資訊讀取部16藉由自玩家之玩家卡讀取玩家ID211並將玩家ID211發送至伺服器2,而自伺服器2接收與玩家ID311建立關聯之進展狀況資訊212、擁有資訊213、強化狀況資訊214、報酬資訊215等。該等資訊移交至處理部10。The player causes the user information reading unit 16 to read the player card (step 102). The user information reading unit 16 reads the player ID 211 from the player card and sends the player ID 211 to the server 2, and receives the progress information 212, the possession information 213, the enhancement information 214, the reward information 215, etc. associated with the player ID 311 from the server 2. Such information is transferred to the processing unit 10.

接著,遊戲執行部112判定玩家是否選擇戰艦設定畫面(步驟 103)。當選擇戰艦設定畫面時(步驟 104),戰艦設定部113開始戰艦設定處理(步驟 105)。Next, the game execution unit 112 determines whether the player selects the battleship setting screen (step 103). When the battleship setting screen is selected (step 104), the battleship setting unit 113 starts the battleship setting process (step 105).

圖16係戰艦設定處理之動作之流程圖。FIG. 16 is a flow chart of the battleship setting process.

戰艦設定部113使用玩家自玩家之玩家資料庫210之報酬資訊215取得之戰艦組ID,自戰艦資訊資料庫讀出玩家可設定之戰艦組之戰艦資訊(步驟 200),顯示已顯示玩家可設定之戰艦組之戰艦設定畫面(步驟 201)。戰艦設定畫面例如如圖9所示。此時,於自玩家之玩家資料庫210之擁有資訊213,有已設定之戰艦組之情形時顯示該戰艦組。The battleship setting unit 113 uses the battleship set ID obtained by the player from the reward information 215 of the player database 210 of the player to read the battleship information of the battleship set that the player can set from the battleship information database (step 200), and displays the battleship setting screen showing the battleship set that the player can set (step 201). The battleship setting screen is shown in FIG. 9, for example. At this time, if there is a battleship set that has been set from the owned information 213 of the player database 210 of the player, the battleship set is displayed.

戰艦設定部113判定是否已變更玩家已設定之戰艦(設定戰艦),而選擇新設定之戰艦(步驟 202)。於有設定戰艦之變更之情形時(步驟 203),戰艦設定部113將該選擇之戰艦作為設定戰艦,登錄於玩家之玩家資料庫210之擁有資訊213(步驟 204)。The battleship setting unit 113 determines whether the battleship set by the player (set battleship) has been changed, and selects a new battleship to be set (step 202). When there is a change in the set battleship (step 203), the battleship setting unit 113 registers the selected battleship as the set battleship in the player database 210 of the player's ownership information 213 (step 204).

返回圖15之流程圖之說明。Return to the description of the flow chart of Figure 15.

遊戲執行部112顯示對戰模式之選擇畫面,進行對戰模式之判定(步驟 106)。於玩家選擇共鬥對戰模式(店鋪內共鬥對設定與非玩家角色共鬥對設定)之情形時(步驟 107),共鬥對設定部114執行共鬥對設定處理(步驟 108)。The game execution unit 112 displays a battle mode selection screen and determines the battle mode (step 106). When the player selects the co-op battle mode (in-store co-op pair setting and non-player character co-op pair setting) (step 107), the co-op pair setting unit 114 executes the co-op pair setting process (step 108).

圖17係用於說明對戰模式之選擇之一連串動作之圖。於圖17之選擇畫面之例中,作為對戰模式,可選擇通常對戰模式與共鬥對戰模式而顯示出各按鈕(圖17(a))。且,於玩家選擇共鬥對戰模式之情形時,為了可選擇店鋪內共鬥對設定與非玩家角色共鬥對設定而顯示出各按鈕(圖17(b))。FIG. 17 is a diagram for explaining a series of actions for selecting a battle mode. In the example of the selection screen of FIG. 17 , as battle modes, normal battle mode and co-battle mode can be selected and buttons are displayed ( FIG. 17 (a) ). Furthermore, when the player selects the co-battle mode, buttons are displayed for selecting in-store co-battle pair settings and non-player character co-battle pair settings ( FIG. 17 (b) ).

圖18係共鬥對設定處理之流程圖。FIG18 is a flowchart of the co-op pair setting process.

共鬥對設定部114進行共鬥模式之選擇之判定(步驟 300)。當選擇店鋪內共鬥對時(步驟 301),共鬥對設定部114顯示檢索開始畫面(步驟 302)。圖17(c)為檢索開始畫面之一例。於店鋪內之玩家彼此組成共鬥對之情形時,玩家於同一時序按下檢索開始按鈕。另一方面,於已選擇非玩家角色作為共鬥對之情形時,對伺服器2進行共鬥對之匹配要求(步驟 309)。匹配要求包含遊戲裝置識別資訊(遊戲裝置ID)、與自玩家卡取得之玩家ID。The fighting pair setting unit 114 determines the selection of the fighting mode (step 300). When the in-store fighting pair is selected (step 301), the fighting pair setting unit 114 displays the search start screen (step 302). Figure 17 (c) is an example of the search start screen. When the players in the store form a fighting pair, the players press the search start button at the same time. On the other hand, when a non-player character has been selected as a fighting pair, a matching request for the fighting pair is made to the server 2 (step 309). The matching request includes the game device identification information (game device ID) and the player ID obtained from the player card.

共鬥對設定部114進行檢索開始按鈕之按下之判定(步驟 303)。當按下檢索開始按鈕時(步驟 304),共鬥對設定部114對伺服器2進行共鬥對之匹配要求(步驟 305)。匹配要求包含遊戲裝置識別資訊(遊戲裝置ID)、自玩家卡取得之玩家ID、及按下時之時刻資訊。The co-op pair setting unit 114 determines whether the search start button is pressed (step 303). When the search start button is pressed (step 304), the co-op pair setting unit 114 sends a co-op pair matching request to the server 2 (step 305). The matching request includes the game device identification information (game device ID), the player ID obtained from the player card, and the time information when the button is pressed.

此處,對由伺服器2進行之共鬥對匹配處理進行說明。圖19係遊戲裝置1與伺服器2之間之時序圖。Here, the description is given of the co-op pair matching process performed by the server 2. FIG. 19 is a timing chart between the game device 1 and the server 2.

首先,當欲組成共鬥對之店鋪內之玩家於同一時序按下檢索開始按鈕時,自各玩家之遊戲裝置1發送匹配要求(步驟 400、401)。匹配要求包含遊戲裝置識別資訊(遊戲裝置ID)、自玩家卡取得之玩家ID、及按下時之時刻資訊。First, when the players in the store who want to form a fighting team press the search start button at the same time, the game device 1 of each player sends a matching request (steps 400, 401). The matching request includes the game device identification information (game device ID), the player ID obtained from the player card, and the time information when the button is pressed.

接收到匹配要求之伺服器2進行共鬥對匹配處理(步驟 402)。The server 2 that receives the matching request performs a matching process (step 402).

圖20係由伺服器2進行之共鬥對匹配處理之流程圖。FIG. 20 is a flow chart of the collaborative pair matching process performed by server 2.

伺服器2之共鬥對匹配處理部201接收匹配要求(步驟 500)。The co-op pair matching processing unit 201 of the server 2 receives the matching request (step 500).

共鬥對匹配處理部201自匹配要求所含之遊戲裝置ID中識別店鋪之數值,識別自設置於同一店鋪內之遊戲裝置1發送之匹配要求(步驟 501)。於有自設置於同一店鋪內之遊戲裝置1發送之匹配要求之情形時(步驟 502),共鬥對匹配處理部201判定該等匹配要求之時刻資訊之差(步驟 503)。於有匹配要求之時刻資訊之差處於指定時間內(例如1秒以內)之匹配要求之對之情形時(步驟 504),共鬥對匹配處理部201特定發送該對之匹配要求之遊戲裝置1之玩家ID,並將該玩家ID之玩家彼此設定為共鬥對(步驟 505)。且,共鬥對匹配處理部201對進行匹配要求之遊戲裝置1發送共鬥玩家資訊(步驟 506)。共鬥玩家資訊包含可自玩家之玩家資料庫210獲得之、自玩家ID特定之玩家名及該玩家設定之戰艦組ID。The co-op pair matching processing unit 201 identifies the store value from the game device ID included in the matching request, and identifies the matching request sent from the game device 1 installed in the same store (step 501). When there is a matching request sent from the game device 1 installed in the same store (step 502), the co-op pair matching processing unit 201 determines the difference in the time information of the matching requests (step 503). When there is a pair of matching requests whose time information of the matching requests differs within a specified time (for example, within 1 second) (step 504), the co-op pair matching processing unit 201 specifies the player ID of the game device 1 that sent the matching request, and sets the players of the player ID as a co-op pair (step 505). Furthermore, the co-op match processing unit 201 sends co-op player information to the game device 1 that has made a match request (step 506). The co-op player information includes the player name that can be obtained from the player database 210 of the player and is identified from the player ID, and the battleship group ID set by the player.

另一方面,於來自設置於同一店鋪內之遊戲裝置1之匹配要求為一個之情形(步驟 502),或即使為來自同一店鋪之匹配要求,但匹配要求之時刻資訊之差不在指定時間內之情形時(步驟 504),共鬥對匹配處理部201對進行匹配要求之遊戲裝置1之玩家設定非玩家角色作為共鬥對(步驟 507)。且,共鬥對匹配處理部201向進行匹配要求之遊戲裝置1發送共鬥玩家資訊(步驟 506)。共鬥玩家資訊包含預先設定之非玩家角色之玩家名與戰艦組ID。On the other hand, when there is only one match request from the game device 1 installed in the same store (step 502), or when the match request is from the same store but the difference in the time information of the match request is not within the specified time (step 504), the co-op match processing unit 201 sets a non-player character as a co-op pair for the player of the game device 1 that makes the match request (step 507). Furthermore, the co-op match processing unit 201 sends the co-op player information to the game device 1 that makes the match request (step 506). The co-op player information includes the player name and battleship group ID of the pre-set non-player character.

另,於作為共鬥對接收到與非玩家角色之匹配要求之情形時,與步驟 507同樣,對進行匹配要求之遊戲裝置1之玩家設定非玩家角色作為共鬥對,並對進行匹配要求之遊戲裝置1發送共鬥玩家資訊。共鬥玩家資訊包含預先設定之非玩家角色之玩家名與戰艦組ID。In addition, when a match request with a non-player character is received as a co-player, the non-player character is set as a co-player for the player of the game device 1 making the match request, and the co-player information is sent to the game device 1 making the match request. The co-player information includes the player name and battleship group ID of the pre-set non-player character.

以上,結束由伺服器2進行之共鬥對匹配處理之說明。The above concludes the description of the co-op pair matching process performed by server 2.

遊戲裝置1之共鬥對設定部114接收共鬥玩家資訊(步驟 306)。共鬥對設定部114使用接收到之共鬥玩家資訊,顯示共鬥玩家資訊(步驟 307)。例如,圖17(d)、(e)為共鬥玩家資訊之顯示例。另,共鬥對設定部114於作為共鬥對進行與非玩家角色之匹配要求之情形時,作為共鬥玩家資訊顯示非玩家角色之資訊。且,共鬥對設定部114將玩家、與接收到之共鬥玩家資訊之玩家設定為共鬥對(步驟 308)。The fighting pair setting unit 114 of the game device 1 receives the fighting player information (step 306). The fighting pair setting unit 114 uses the received fighting player information to display the fighting player information (step 307). For example, FIG. 17 (d) and (e) are examples of displaying the fighting player information. In addition, when the fighting pair setting unit 114 requests a match with a non-player character as a fighting pair, the non-player character information is displayed as the fighting player information. Furthermore, the fighting pair setting unit 114 sets the player and the player of the received fighting player information as a fighting pair (step 308).

以上,結束共鬥對設定處理之說明,返回圖15之流程圖。The above is the end of the description of the setting process of the joint fight, and we return to the flow chart of Figure 15.

當共鬥對設定處理結束(步驟 108)時,遊戲執行部112顯示遊戲要素登錄畫面(步驟 109)。圖21係顯示遊戲要素登錄畫面之一例之圖。於圖21之遊戲要素登錄畫面中,顯示出可將玩家XXXX持有之遊戲卡中之飛行員卡、搭乘物卡各自最多5張設置(配置)於第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135、於設置(配置)完成之情形時通知按下設置完成按鈕。玩家將自己持有之遊戲卡中欲於對戰遊戲中登場之飛行員之飛行員卡設置(配置)於第1遊戲要素讀取部121~125,將欲於對戰遊戲中登場之搭乘物之搭乘物卡設置(配置)於第2遊戲要素讀取部131~135。且,當遊戲卡之設置(配置)完成時,玩家按下設置完成按鈕。When the co-op pair setting process is completed (step 108), the game execution unit 112 displays a game element registration screen (step 109). FIG. 21 is a diagram showing an example of a game element registration screen. In the game element registration screen of FIG. 21, it is displayed that up to 5 pilot cards and 5 vehicle cards of the game cards held by the player XXXX can be set (placed) in the first game element reading unit 121 to 125 and the second game element reading unit 131 to 135, and when the setting (placement) is completed, it is notified to press the setting completion button. The player sets (places) the pilot card of the pilot to be played in the battle game among the game cards held by the player in the first game element reading unit 121 to 125, and sets (places) the vehicle card of the vehicle to be played in the battle game in the second game element reading unit 131 to 135. When the setting (placement) of the game card is completed, the player presses the setting completion button.

當按下設置完成按鈕時(步驟 110),第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135讀取印刷於遊戲卡之要素ID,讀取出之要素ID與該第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135之讀取部ID一起輸出至遊戲要素取得部110(步驟 111)。When the setting completion button is pressed (step 110), the first game element reading unit 121-125 and the second game element reading unit 131-135 read the element ID printed on the game card, and the read element ID is output to the game element acquisition unit 110 together with the reading unit ID of the first game element reading unit 121-125 and the second game element reading unit 131-135 (step 111).

遊戲要素取得部110取得設置(配置)之遊戲卡之要素ID及讀取部ID。且,遊戲要素取得部110自遊戲要素DB190取得與所取得之遊戲卡之要素ID191建立關聯之種類資訊192、描繪用資訊193、參數資訊194及技能資訊195,將讀取部ID、要素ID191、種類資訊192、描繪用資訊193、參數資訊194及技能資訊195建立關聯,輸出至遊戲執行部112與遊戲組構成部111(步驟 112)。The game element acquisition unit 110 acquires the element ID and the reading unit ID of the set (placed) game card. Furthermore, the game element acquisition unit 110 acquires the type information 192, the drawing information 193, the parameter information 194, and the skill information 195 associated with the element ID 191 of the acquired game card from the game element DB 190, associates the reading unit ID, the element ID 191, the type information 192, the drawing information 193, the parameter information 194, and the skill information 195, and outputs them to the game execution unit 112 and the game configuration unit 111 (step 112).

遊戲執行部112對讀取部ID中之第1遊戲要素讀取部121~125之讀取部ID之個數進行計數,判定第1遊戲要素是否達到可登錄之最大數(上限數)(步驟 113)。例如,當玩家於所有第1遊戲要素讀取部121~125設置(配置)飛行員卡時,讀取部ID為121~125之5個,達到可登錄之最大數(上限數)。The game execution unit 112 counts the number of the reading unit IDs of the first game element reading units 121 to 125 in the reading unit IDs, and determines whether the first game element has reached the maximum number (upper limit) that can be registered (step 113). For example, when the player sets (configures) a pilot card in all the first game element reading units 121 to 125, the reading unit IDs are 5 from 121 to 125, reaching the maximum number (upper limit) that can be registered.

遊戲執行部112於第1遊戲要素讀取部之讀取部ID之個數達到可登錄之最大數(上限數)之情形時,對讀取部ID中之第2遊戲要素讀取部131~135之讀取部ID之個數進行計數,判定第2遊戲要素是否達到可登錄之最大數(上限數)(步驟 114)。例如,當玩家於所有第2遊戲要素讀取部131~135設置(配置)搭乘物卡時,讀取部ID為131~135之5個,達到可登錄之最大數(上限數)。When the number of the reading unit IDs of the first game element reading unit reaches the maximum number (upper limit) that can be registered, the game execution unit 112 counts the number of the reading unit IDs of the second game element reading units 131 to 135 in the reading unit IDs to determine whether the second game element has reached the maximum number (upper limit) that can be registered (step 114). For example, when the player sets (places) the riding card in all the second game element reading units 131 to 135, the reading unit IDs are 5 from 131 to 135, reaching the maximum number (upper limit) that can be registered.

遊戲執行部112於第2遊戲要素達到可登錄之最大數(上限數)之情形時,顯示對戰批准按鈕,當獲得玩家之批准對戰時(步驟 115),遊戲組構成部111使用自遊戲要素取得部110取得之讀取部ID、要素ID191、種類資訊192、描繪用資訊193、參數資訊194及技能資訊195,由成為組之第1遊戲要素即飛行員與第2遊戲要素即搭乘物構成一個遊戲組(部隊)(步驟 116)。When the second game element reaches the maximum number (upper limit) that can be registered, the game execution unit 112 displays a battle approval button. When the player's approval for the battle is obtained (step 115), the game team formation unit 111 uses the reading unit ID, element ID 191, type information 192, description information 193, parameter information 194 and skill information 195 obtained from the game element acquisition unit 110 to form a game team (troop) with the first game element, i.e. the pilot, and the second game element, i.e. the vehicle (step 116).

另,於第1遊戲要素或第2遊戲要素之登錄數未達到登錄最大數(於本例中為5)之情形時(步驟 113、步驟 114),藉由遊戲執行部112適時進行補充與玩家之等級等對應之遊戲要素之處理(步驟 118),構成遊戲組(步驟 116)。In addition, when the number of registrations of the first game element or the second game element has not reached the maximum number of registrations (5 in this example) (step 113, step 114), the game execution unit 112 timely supplements the processing of the game elements corresponding to the player's level, etc. (step 118) to form a game set (step 116).

當由遊戲組構成部111完成遊戲組之構成後,遊戲執行部112開始對戰玩家匹配處理(步驟 117)。遊戲執行部112將對戰玩家匹配處理要求發送到伺服器2(步驟 405、406),伺服器2之對戰玩家匹配處理部202進行對戰玩家匹配處理(步驟 407)。且,對戰玩家匹配處理部202將匹配到之對戰玩家資訊發送到遊戲裝置1,各遊戲裝置1接收對戰玩家資訊(步驟 408、409)。After the game group formation unit 111 completes the formation of the game group, the game execution unit 112 starts the battle player matching process (step 117). The game execution unit 112 sends the battle player matching process request to the server 2 (steps 405 and 406), and the battle player matching process unit 202 of the server 2 performs the battle player matching process (step 407). In addition, the battle player matching process unit 202 sends the matched battle player information to the game device 1, and each game device 1 receives the battle player information (steps 408 and 409).

各遊戲裝置1之遊戲執行部112開始對戰處理(步驟 118、410、411)。The game execution unit 112 of each game device 1 starts the battle process (steps 118, 410, 411).

接著,說明對戰中之共鬥請求之動作。圖22係共鬥請求處理之流程圖,圖23係共鬥請求之畫面之轉變圖。Next, the action of the co-fight request in the battle is explained. FIG22 is a flowchart of the co-fight request processing, and FIG23 is a diagram of the transition of the co-fight request screen.

如圖23(a)所示,共鬥請求執行部115於對戰遊戲中,於對戰場域之畫面顯示共鬥請求按鈕34(步驟 600)。共鬥請求執行部115進行是否按下共鬥請求按鈕選擇共鬥請求之判定(步驟 601)。當選擇共鬥請求時(步驟 602),共鬥請求執行部115進行共鬥請求之展示(步驟 603)。共鬥請求之展示並非立即執行支援,而係例如如圖23(b)所示,進行如向共鬥玩家請求支援般之展示。As shown in FIG. 23(a), the fight request execution unit 115 displays the fight request button 34 on the battle field screen in the battle game (step 600). The fight request execution unit 115 determines whether the fight request button is pressed to select the fight request (step 601). When the fight request is selected (step 602), the fight request execution unit 115 displays the fight request (step 603). The display of the fight request does not immediately perform support, but is, for example, as shown in FIG. 23(b), a display such as requesting support from the fighting player.

接著,共鬥請求執行部115自共鬥玩家資訊所含之共鬥玩家之戰艦組ID決定支援種類(步驟 604)。支援種類之決定讀出與共鬥玩家之戰艦組ID對應之戰艦資訊資料庫200之支援資訊209,並基於各支援種類之概率進行抽選。且,共鬥請求執行部115將選中之支援種類決定為對於共鬥請求之支援種類。Next, the co-op request execution unit 115 determines the support type from the co-op player's battleship group ID included in the co-op player information (step 604). The support type is determined by reading the support information 209 of the battleship information database 200 corresponding to the battleship group ID of the co-op player, and performing a lottery based on the probability of each support type. And, the co-op request execution unit 115 determines the selected support type as the support type for the co-op request.

共鬥請求執行部115於進行共鬥請求之玩家之對戰遊戲中,發動決定之支援種類之支援能力(步驟 605)。例如,如圖23(c)所示,發動炮擊支援。 以上,結束遊戲之動作之說明。 The co-fighting request execution unit 115 activates the support capability of the determined support type in the battle game of the player who made the co-fighting request (step 605). For example, as shown in FIG. 23(c), artillery support is activated. The above is the description of the action of ending the game.

本實施形態可與朋友等之玩家一起而非單獨享受對戰競技。又,可創造未經歷過對戰遊戲之使用者參加對戰遊戲之機會。作為結果,可提高遊戲之趣味性。This embodiment allows players to enjoy battle games together with friends rather than alone. In addition, it can create opportunities for users who have never experienced battle games to participate in battle games. As a result, the fun of the game can be improved.

<第1實施形態之變化例1> 於第1實施形態中,已說明由第1遊戲要素與第2遊戲要素構成之遊戲組成為攻擊或防禦之主體之遊戲要素之例。但,亦可應用於單一遊戲要素單獨成為攻擊或防禦之主體之遊戲。 <Variation Example 1 of the First Implementation Form> In the first implementation form, an example has been described in which a game element composed of the first game element and the second game element is the main game element for attack or defense. However, it can also be applied to a game in which a single game element alone is the main game element for attack or defense.

<第1實施形態之變化例2> 第1實施形態已說明在設置於同一店鋪內之遊戲裝置1之玩家彼此間設定共鬥對之例。但,於朋友彼此競技之情形時,認為大多情況下玩家於接近之遊戲裝置1中競技。例如為相鄰之遊戲裝置彼此或對抗之遊戲裝置彼此。因此,說明即使為設置於同一店鋪內之遊戲裝置1,亦將可設定共鬥對之遊戲裝置1限定於相鄰之遊戲裝置彼此、對向之遊戲裝置1之例。 <Variation Example 2 of the First Implementation Form> The first implementation form has described an example of setting up a battle pair between players of game devices 1 installed in the same store. However, in the case of friends competing with each other, it is believed that in most cases the players compete in game devices 1 that are close to each other. For example, they compete with adjacent game devices or opposing game devices. Therefore, even if the game devices 1 are installed in the same store, the example of limiting the game devices 1 that can be set as a battle pair to adjacent game devices and opposing game devices 1 is described.

於將可設定共鬥對之遊戲裝置1限定於相鄰之遊戲裝置彼此、對向之遊戲裝置1之情形時,共鬥對匹配處理部201需要識別要求匹配之遊戲裝置1為相鄰之遊戲裝置彼此、對向之遊戲裝置1。因此,共鬥對匹配處理部201需要特定遊戲裝置1之設置位置關係之遊戲裝置識別資訊資料庫300。圖24係第1實施形態之變化例2之遊戲裝置識別資訊資料庫300之例。圖24之遊戲裝置識別資訊資料庫300成為考慮到遊戲裝置1之設置位置關係之資料庫。例如,6台遊戲裝置1如圖24般於同一店鋪設置為兩行,第一行排列有遊戲裝置1-1(遊戲裝置識別ID:100001)、遊戲裝置1-2(遊戲裝置識別ID:100002)、遊戲裝置1-3(遊戲裝置識別ID:100003),第二行與第一行之遊戲裝置1對向,排列有遊戲裝置1-4(遊戲裝置識別ID:100004)、遊戲裝置1-5(遊戲裝置識別ID:100005)、遊戲裝置1-6(遊戲裝置識別ID:100006)。由反映該位置關係之列與行構成之遊戲裝置識別資訊資料庫300為圖24之遊戲裝置識別資訊資料庫300。When the game devices 1 that can be set as a fighting pair are limited to adjacent game devices or opposing game devices 1, the fighting pair matching processing unit 201 needs to identify the game devices 1 that require matching as adjacent game devices or opposing game devices 1. Therefore, the fighting pair matching processing unit 201 needs a game device identification information database 300 that specifies the installation position relationship of the game devices 1. FIG. 24 is an example of a game device identification information database 300 of a variation 2 of the first embodiment. The game device identification information database 300 of FIG. 24 is a database that takes the installation position relationship of the game devices 1 into consideration. For example, six game devices 1 are arranged in two rows in the same store as shown in FIG24 . The first row includes game device 1-1 (game device identification ID: 100001), game device 1-2 (game device identification ID: 100002), and game device 1-3 (game device identification ID: 100003). The second row is opposite to game device 1 in the first row and includes game device 1-4 (game device identification ID: 100004), game device 1-5 (game device identification ID: 100005), and game device 1-6 (game device identification ID: 100006). The game device identification information database 300 composed of columns and rows reflecting the positional relationship is the game device identification information database 300 of Figure 24.

例如,於匹配要求所含之遊戲裝置識別ID為“100004”與“100005”之情形時,因該等兩個匹配要求為自相鄰之遊戲裝置1發送者,故共鬥對匹配處理部201將遊戲裝置識別ID為“100004”之遊戲裝置1之玩家、與遊戲裝置識別ID為“100005”之遊戲裝置1之玩家設定為共鬥玩家。同樣,於匹配要求所含之遊戲裝置識別ID為“100002”與“100005”之情形時,因該等兩個匹配要求為自對向之遊戲裝置1發送者,故共鬥對匹配處理部201將遊戲裝置識別ID為“100002”之遊戲裝置1之玩家、與遊戲裝置識別ID為“100005”之遊戲裝置1之玩家設定為共鬥玩家。For example, when the game device identification ID contained in the matching request is "100004" and "100005", because the two matching requests are sent from the adjacent game device 1, the co-combat matching processing unit 201 sets the player of game device 1 with game device identification ID "100004" and the player of game device 1 with game device identification ID "100005" as co-combat players. Similarly, when the game device identification ID contained in the matching request is "100002" and "100005", because the two matching requests are sent from the opposite game device 1, the co-combat matching processing unit 201 sets the player of the game device 1 whose game device identification ID is "100002" and the player of the game device 1 whose game device identification ID is "100005" as co-combat players.

根據該種構成,因共鬥對匹配處理部201無需進行時刻資訊之判定,故減輕共鬥對匹配處理部201之匹配處理之負擔。According to this configuration, since the co-op pair matching processing unit 201 does not need to determine the time information, the burden of the matching processing of the co-op pair matching processing unit 201 is reduced.

<第1實施形態之變化例3> 本實施形態之對戰遊戲有玩家彼此單獨執行對戰之通常對戰模式、與兩人以上之玩家組成組且由組彼此進行對戰之共鬥對戰模式。但,共鬥對戰模式需要兩人以上之玩家,又,考慮伺服器2之處理之負擔,亦可於店鋪限定可實施共鬥對戰模式之時間。 <Variation 3 of the first embodiment> The battle game of this embodiment has a normal battle mode in which players fight against each other individually, and a cooperative battle mode in which two or more players form a team and the team fights against each other. However, the cooperative battle mode requires two or more players, and considering the processing burden of the server 2, the time when the cooperative battle mode can be implemented can also be limited in the store.

<第2實施形態> 第1實施形態已說明在設置於同一店鋪內之遊戲裝置1之玩家彼此間設定共鬥對之例。但,若可越過店鋪而與遠距離之朋友設定共鬥對,則進一步增加樂趣。因此,於第2實施形態中,說明越過店鋪設定共鬥對之例。 <Second Implementation Form> The first implementation form has described an example of setting up a battle pair between players of the game device 1 installed in the same store. However, if it is possible to set up a battle pair with a friend who is far away across stores, the fun will be further increased. Therefore, in the second implementation form, an example of setting up a battle pair across stores will be described.

圖25係用於說明第2實施形態之圖。FIG. 25 is a diagram for explaining the second embodiment.

如圖25所示,共鬥對設定部114作為第3匹配方法顯示匹配碼之共鬥對之設定按鈕(圖25(a))。As shown in FIG. 25 , the fighting pair setting unit 114 displays a fighting pair setting button of a matching code as the third matching method ( FIG. 25 (a) ).

欲組成共鬥對之第1玩家及第2玩家按下匹配碼之共鬥對之設定按鈕。如此,共鬥對設定部114轉變為發行或輸入匹配碼之選擇畫面(圖25(b))。The first player and the second player who want to form a fighting pair press the fighting pair setting button of the matching code. In this way, the fighting pair setting unit 114 changes to a selection screen for issuing or inputting a matching code (Figure 25 (b)).

欲組成共鬥對之第1玩家及第2玩家分別擔當匹配碼之發行側與匹配碼之輸入側。此處,第1玩家擔當匹配碼之發行側,第2玩家擔當匹配碼之輸入側。The first player and the second player who want to form a fighting team are responsible for issuing the matching code and inputting the matching code respectively. Here, the first player is responsible for issuing the matching code, and the second player is responsible for inputting the matching code.

當第1玩家按下匹配碼之發行按鈕時,第1玩家之遊戲裝置1之共鬥對設定部114將匹配碼之發行要求發送至伺服器2之共鬥對匹配處理部201。匹配碼之發行要求除匹配碼之發行要求以外,亦包含遊戲裝置識別資訊(遊戲裝置ID)、與自玩家卡取得之玩家ID。伺服器2之共鬥對匹配處理部201發行匹配碼並將其發送至第1玩家之遊戲裝置1之共鬥對設定部114。發行之匹配碼係於指定時間內不與其他重複而可唯一識別第1玩家之編碼(文字串等)。第1玩家之遊戲裝置1之共鬥對設定部114顯示接收到之匹配碼(123456)(圖25(c))。第1玩家將顯示出之匹配碼(123456)告知第2玩家。When the first player presses the matching code issuance button, the pair setting unit 114 of the first player's game device 1 sends a matching code issuance request to the pair matching processing unit 201 of the server 2. In addition to the matching code issuance request, the matching code issuance request also includes game device identification information (game device ID) and the player ID obtained from the player card. The pair matching processing unit 201 of the server 2 issues a matching code and sends it to the pair setting unit 114 of the first player's game device 1. The issued matching code is a code (text string, etc.) that is not repeated with others within a specified time and can uniquely identify the first player. The pair setting unit 114 of the first player's game device 1 displays the received matching code (123456) (Figure 25(c)). The first player tells the second player the displayed matching code (123456).

被通知匹配碼之第2玩家按下匹配碼之輸入按鈕。第2玩家之遊戲裝置1之共鬥對設定部114顯示匹配碼之輸入畫面(圖25(d))。當第2玩家輸入被通知之匹配碼(123456)並按下決定按鈕時,第2玩家之遊戲裝置1之共鬥對設定部114將包含輸入之匹配碼(123456)之匹配要求發送至伺服器2之共鬥對匹配處理部201。匹配要求除匹配碼(123456)以外,亦包含遊戲裝置識別資訊(遊戲裝置ID)、與自玩家卡取得之玩家ID。The second player who is notified of the matching code presses the matching code input button. The co-op setting unit 114 of the game device 1 of the second player displays the matching code input screen (Figure 25 (d)). When the second player enters the notified matching code (123456) and presses the confirmation button, the co-op setting unit 114 of the game device 1 of the second player sends a matching request including the input matching code (123456) to the co-op matching processing unit 201 of the server 2. In addition to the matching code (123456), the matching request also includes the game device identification information (game device ID) and the player ID obtained from the player card.

伺服器2之共鬥對匹配處理部201接收匹配要求,將發行之匹配碼(123456)與接收到之匹配碼(123456)進行對照。且,於匹配碼一致之情形時,特定與匹配碼建立關聯之遊戲裝置1之玩家ID,並將該玩家ID之玩家彼此設定為共鬥對。且,共鬥對匹配處理部201對要求發行匹配碼之遊戲裝置1(匹配碼發行側)與要求匹配之遊戲裝置1(匹配碼輸入側)發送共鬥玩家資訊。共鬥玩家資訊包含自玩家ID特定出之玩家名、及該玩家設定之戰艦組ID。The co-op pair matching processing unit 201 of the server 2 receives the matching request, and compares the issued matching code (123456) with the received matching code (123456). Furthermore, when the matching codes are identical, the player ID of the game device 1 associated with the matching code is identified, and the players of the player ID are set as a co-op pair. Furthermore, the co-op pair matching processing unit 201 sends co-op player information to the game device 1 requesting the issuance of the matching code (matching code issuing side) and the game device 1 requesting the matching (matching code input side). The co-op player information includes the player name identified from the player ID and the battleship group ID set by the player.

第1玩家及第2玩家之遊戲裝置1之共鬥對設定部114使用接收到之共鬥玩家資訊,顯示共鬥玩家資訊(圖25(e)、(f))。The co-op pair setting unit 114 of the game device 1 of the first player and the second player uses the received co-op player information to display the co-op player information (FIG. 25(e), (f)).

藉由該種構成,可越過設置有遊戲裝置1之店鋪,而將遠離之玩家彼此設定為共鬥對。With this configuration, players who are far away from each other can be set as fighting pairs, regardless of the store where the game device 1 is installed.

<第3實施形態> 說明本發明之第3實施形態。 <Third Implementation Form> Description of the third implementation form of the present invention.

第3實施形態除第1實施形態及第2實施形態之遊戲裝置1之構成外,亦追加有優惠賦予部116。圖26係第3實施形態之遊戲裝置1之方塊圖。The third embodiment has the same configurations as the game device 1 of the first and second embodiments, and also has a benefit granting unit 116. Fig. 26 is a block diagram of the game device 1 of the third embodiment.

優惠賦予部116以已執行共鬥對戰模式之對戰為條件,對玩家賦予優惠。賦予之優惠有第1優惠與第2優惠。The benefit granting unit 116 grants a benefit to the player on the condition that the player has performed a battle in the cooperative battle mode. The benefits granted include a first benefit and a second benefit.

第1優惠係按每次執行共鬥對戰模式之對戰賦予之優惠。第1優惠不拘於無形物及有形物,於本實施形態中設為無形物。優惠賦予部116於共鬥對戰模式之對戰結束時,對共鬥對之各玩家賦予第1優惠。賦予之優惠記憶於玩家之報酬資訊215。The first benefit is a benefit granted for each battle in the co-op battle mode. The first benefit is not limited to intangible objects or tangible objects, but is set to be intangible objects in this embodiment. The benefit granting unit 116 grants the first benefit to each player of the co-op battle mode when the battle in the co-op battle mode ends. The granted benefit is stored in the player's reward information 215.

第2優惠係可使用第1優惠而得之優惠。例如為藉由收集10個第1優惠並使用該等而獲得之優惠。第2優惠不拘於無形物及有形物,於本實施形態中設為有形物。且,作為有形物之例,係第1種遊戲要素之飛行員之遊戲卡或搭乘物之遊戲卡。優惠賦予部116以預先設定之第1優惠之個數兌換,向玩家提供遊戲卡。The second benefit is a benefit that can be obtained by using the first benefit. For example, it is a benefit obtained by collecting 10 first benefits and using them. The second benefit is not limited to intangible objects or tangible objects, but is set as a tangible object in this embodiment. And, as an example of a tangible object, it is a pilot game card or a ride game card of the first game element. The benefit granting unit 116 redeems the number of first benefits set in advance and provides the game card to the player.

藉由如此構成,玩家積極地進行共鬥對戰模式之對戰,可提高遊戲之趣味性。又,因共鬥對戰模式需要兩人以上之玩家,故參加遊戲之玩家數亦增加。By such a configuration, players actively fight in the co-op battle mode, which can improve the fun of the game. In addition, since the co-op battle mode requires more than two players, the number of players participating in the game also increases.

上述實施形態之一部分或全部雖亦如以下附記般記載,但不限於以下。Although part or all of the above-mentioned embodiments are described as follows, they are not limited to the following.

[附記1] 一種程式,其係使由電腦構成之遊戲裝置執行對戰遊戲者;且 使上述電腦作為以下機構發揮功能: 遊戲要素登錄機構,其登錄第1玩家之遊戲要素; 組設定機構,其將上述第1玩家與第2玩家設定為組; 遊戲執行機構,其使用登錄之第1玩家之遊戲要素,執行上述第1玩家與對戰玩家之對戰遊戲;及 支援執行機構,其可於執行上述第1玩家與對戰玩家之對戰遊戲之期間,以選擇支援上述第1玩家為條件,執行上述第2玩家之遊戲要素對上述對戰遊戲之支援。 [Note 1] A program that enables a gaming device composed of a computer to execute a battle game; and enables the computer to function as the following mechanisms: a game element registration mechanism that registers the game elements of the first player; a team setting mechanism that sets the first player and the second player as a team; a game execution mechanism that uses the registered game elements of the first player to execute the battle game between the first player and the opponent player; and a support execution mechanism that can, during the execution of the battle game between the first player and the opponent player, execute the game elements of the second player to support the battle game on the condition that the second player chooses to support the first player.

[附記2] 如附記1所記載之程式,其中 上述組設定機構可選擇上述第1玩家與上述第2玩家之組設定之方法不同之至少一個以上之組設定模式而進行控制。 [Note 2] The program described in Note 1, wherein the group setting mechanism can select at least one group setting mode in which the group setting methods of the first player and the second player are different and perform control.

[附記3] 如附記1或附記2所記載之程式,其中 上述組設定機構中,作為上述組設定模式,係以上述第1玩家之執行裝置即第1遊戲裝置、與上述第2玩家之執行裝置即第2遊戲裝置設置於同一店鋪內為條件,將上述第1玩家與上述第2玩家設定為組。 [Note 3] The program described in Note 1 or Note 2, wherein in the above-mentioned team setting mechanism, as the above-mentioned team setting mode, the above-mentioned first player and the above-mentioned second player are set as a team on the condition that the execution device of the above-mentioned first player, i.e., the first game device, and the execution device of the above-mentioned second player, i.e., the second game device, are set in the same store.

[附記4] 如附記1至附記3中任一項所記載之程式,其中 上述組設定機構係以於指定時間內進行來自上述第1遊戲裝置之組設定之要求與來自上述第2遊戲裝置之組設定之要求為條件,將上述第1玩家與上述第2玩家設定為組。 [Note 4] A program as described in any one of Notes 1 to 3, wherein the team setting mechanism sets the first player and the second player into a team on the condition that a team setting request from the first game device and a team setting request from the second game device are made within a specified time.

[附記5] 如附記1至附記4中任一項所記載之程式,其中 上述組設定機構係以上述第1遊戲裝置與上述第2遊戲裝置相鄰或對向設置為條件,將上述第1玩家與上述第2玩家設定為組。 [Note 5] A program as described in any one of Notes 1 to 4, wherein the group setting mechanism sets the first player and the second player as a group under the condition that the first game device and the second game device are adjacent to or opposite to each other.

[附記6] 如附記1至附記5中任一項所記載之程式,其中 上述組設定機構係以無法設定與上述第2玩家之組為條件,將上述第1玩家與非玩家角色設定為組。 [Note 6] A program as described in any one of Notes 1 to 5, wherein the team setting mechanism sets the first player and the non-player character as a team under the condition that the team cannot be set with the second player.

[附記7] 如附記1至附記6中任一項所記載之程式,其中 上述組設定機構中,作為上述組設定模式,係將上述第1玩家與非玩家角色設定為組。 [Note 7] A program as described in any one of Notes 1 to 6, wherein in the above-mentioned team setting mechanism, as the above-mentioned team setting mode, the above-mentioned first player and the non-player character are set as a team.

[附記8] 如附記1至附記7中任一項所記載之程式,其中 上述組設定機構中,作為上述組設定模式,係自上述第1玩家之執行裝置即第1遊戲裝置發行暫時之匹配碼,將上述第1玩家、與輸入上述匹配碼之第2遊戲裝置之第2玩家設定為組。 [Note 8] A program as described in any one of Notes 1 to 7, wherein in the above-mentioned team setting mechanism, as the above-mentioned team setting mode, a temporary matching code is issued from the execution device of the above-mentioned first player, that is, the first game device, to set the above-mentioned first player and the second player of the second game device who inputs the above-mentioned matching code as a team.

[附記9] 如附記1至附記8中任一項所記載之程式,其中 上述支援執行機構係以選擇支援上述第1玩家為條件,執行複數個支援種類中之至少一個支援種類。 [Note 9] A program as described in any one of Notes 1 to 8, wherein the support execution mechanism executes at least one of a plurality of support types on the condition that the support is selected to be provided to the first player.

[附記10] 如附記1至附記9中任一項所記載之程式,其中 上述複數個支援種類係根據上述第2玩家設定之遊戲要素之種類而不同。 [Note 10] A program as described in any one of Notes 1 to 9, wherein the plurality of supported types are different according to the types of game elements set by the second player.

[附記11] 如附記1至附記10中任一項所記載之程式,其中 上述支援執行機構將執行上述支援限制為指定次數以下。 [Note 11] For a program as described in any of Notes 1 to 10, the support execution agency will limit the execution of the support to a specified number of times or less.

[附記12] 如附記1至附記11中任一項所記載之程式,其中 使上述電腦作為可選擇上述第1玩家可單獨執行對戰遊戲之第1對戰模式、與上述第1玩家與上述第2玩家可成組執行對戰遊戲之第2對戰模式而進行控制的對戰模式選擇機構發揮功能。 [Note 12] A program as described in any one of Notes 1 to 11, wherein the computer functions as a battle mode selection mechanism that can select a first battle mode in which the first player can execute the battle game alone and a second battle mode in which the first player and the second player can execute the battle game in a team.

[附記13] 如附記1至附記12中任一項所記載之程式,其中 上述對戰模式選擇機構限制可選擇上述第2對戰模式之時間。 [Note 13] A program as described in any one of Notes 1 to 12, wherein the battle mode selection mechanism limits the time during which the second battle mode can be selected.

[附記14] 如附記1至附記13中任一項所記載之程式,其中 使上述電腦作為將上述第1玩家與上述對戰玩家進行匹配的匹配機構發揮功能;且 上述匹配機構將與上述第2玩家之對戰玩家不同之對戰玩家匹配為上述第1玩家之上述對戰玩家。 [Note 14] A program as described in any one of Notes 1 to 13, wherein the computer functions as a matching mechanism for matching the first player with the opponent player; and the matching mechanism matches an opponent player different from the opponent player of the second player as the opponent player of the first player.

[附記15] 如附記1至附記14中任一項所記載之程式,其中 上述匹配機構自選擇上述第2對戰模式之玩家選擇上述第1玩家之對戰玩家並進行匹配。 [Note 15] A program as described in any one of Notes 1 to 14, wherein the matching mechanism selects a player who selects the second battle mode and matches the first player.

[附記16] 如附記1至附記15中任一項所記載之程式,其中 上述匹配機構將上述第1玩家及與上述第1玩家之等級對應之對戰玩家進行匹配。 [Note 16] A program as described in any one of Notes 1 to 15, wherein the matching mechanism matches the first player with a player corresponding to the level of the first player.

[附記17] 如附記1至附記16中任一項所記載之程式,其中 上述匹配機構, 於上述第1玩家之等級及上述第2玩家之等級之至少任一者之等級低於指定等級之情形時,將非玩家角色匹配為低於上述指定等級之玩家之對戰玩家;且 於上述第1玩家之等級及上述第2玩家之等級均超過上述指定等級之情形時,將真實玩家匹配為上述第1玩家及上述第2玩家之對戰玩家。 [Note 17] A program as described in any one of Notes 1 to 16, wherein the matching mechanism, when at least one of the level of the first player and the level of the second player is lower than a specified level, matches a non-player character as a player against a player whose level is lower than the specified level; and when both the level of the first player and the level of the second player exceed the specified level, matches a real player as a player against the first player and the second player.

[附記18] 如附記1至附記17中任一項所記載之程式,其中 使上述電腦作為以已執行上述第2對戰模式之對戰遊戲為條件賦予第1優惠,且以使用複數個上述第1優惠為條件賦予與上述第1優惠不同之第2優惠的優惠賦予機構發揮功能。 [Note 18] A program as described in any one of Notes 1 to 17, wherein the computer functions as a benefit granting mechanism that grants the first benefit on the condition that the battle game in the second battle mode is executed, and grants a second benefit different from the first benefit on the condition that a plurality of the first benefits are used.

[附記19] 如附記1至附記18中任一項所記載之程式,其中 上述第1優惠為虛擬物品;且 上述第2優惠為實物。 [Note 19] A program as described in any of Notes 1 to 18, wherein the first benefit mentioned above is a virtual item; and the second benefit mentioned above is a physical item.

[附記20] 一種遊戲裝置,其具備: 遊戲要素登錄機構,其登錄第1玩家之遊戲要素; 組設定機構,其將上述第1玩家與第2玩家設定為組; 遊戲執行機構,其使用登錄之第1玩家之遊戲要素,執行上述第1玩家與對戰玩家之對戰遊戲;及 支援執行機構,其可於執行上述第1玩家與對戰玩家之對戰遊戲之期間,以選擇支援上述第1玩家為條件,執行上述第2玩家之遊戲要素對上述對戰遊戲之支援。 [Supplementary Note 20] A gaming device comprising: a game element registration mechanism for registering the game elements of a first player; a team setting mechanism for setting the first player and a second player as a team; a game execution mechanism for executing a battle game between the first player and a competing player using the registered game elements of the first player; and a support execution mechanism for executing the game elements of the second player to support the battle game during the execution of the battle game between the first player and the competing player, on the condition that the second player chooses to support the first player.

以上,雖已舉出較佳之實施形態說明本發明,但本發明並非限定於上述實施形態,可於不脫離其技術性思想之範圍內多樣地變化並實施。Although preferred embodiments have been described above to illustrate the present invention, the present invention is not limited to the above embodiments and can be variously modified and implemented without departing from the scope of the technical concept.

1:遊戲裝置 1-1~1-6:遊戲裝置 2:伺服器 10:處理部 11:顯示部 12, 121~125:第1遊戲要素讀取部 13, 131~135:第2遊戲要素讀取部 14:操作輸入部 15:價款檢測部 16:使用者資訊讀取部 17:聲音輸出部 18:通信部 19:記憶部 20:處理部 21:記憶部 22:通信部 30:出擊遊戲組區域 31:第1區域 32:第2區域 34:共鬥請求按鈕 110:遊戲要素取得部 111:遊戲組構成部 112:遊戲執行部 113:戰艦設定部 114:共鬥對設定部 115:共鬥請求執行部 116:優惠賦予部 190:遊戲要素資料庫 191:要素ID 192:種類資訊 193:描繪用資訊 194:參數資訊 195:技能資訊 200:戰艦資訊資料庫 201:戰艦識別資訊(戰艦ID) 201:共鬥對匹配處理部 202:戰艦名 202:對戰玩家匹配處理部 203:管理部 203:艦長識別資訊(艦長ID) 204:艦長名 205:戰艦圖像資料 206:艦長圖像資料 207:攻擊參數 208:防禦參數 209:支援能力資訊 210:玩家資料庫 211:玩家ID 212:進展狀況資訊 213:擁有資訊 214:強化狀況資訊 215:報酬資訊 300:遊戲裝置識別資訊資料庫 A~F:玩家 M1, P1:遊戲卡 N:通信線路 Step100~Step118, Step200~Step204, Step300~Step309, Step400~Step412, Step500~Step507, Step600~Step605:步驟 1: Game device 1-1 to 1-6: Game device 2: Server 10: Processing unit 11: Display unit 12, 121 to 125: First game element reading unit 13, 131 to 135: Second game element reading unit 14: Operation input unit 15: Price detection unit 16: User information reading unit 17: Sound output unit 18: Communication unit 19: Memory unit 20: Processing unit 21: Memory unit 22: Communication unit 30: Attack game group area 31: First area 32: Second area 34: Co-op request button 110: Game element acquisition unit 111: Game group configuration unit 112: Game Execution Department 113: Battleship Setting Department 114: Co-op Setting Department 115: Co-op Request Execution Department 116: Benefit Granting Department 190: Game Element Database 191: Element ID 192: Type Information 193: Description Information 194: Parameter Information 195: Skill Information 200: Battleship Information Database 201: Battleship Identification Information (Battleship ID) 201: Co-op Matching Processing Department 202: Battleship Name 202: Player Matching Processing Department 203: Management Department 203: Captain Identification Information (Captain ID) 204: Captain's name 205: Battleship image data 206: Captain's image data 207: Attack parameters 208: Defense parameters 209: Support capability information 210: Player database 211: Player ID 212: Progress status information 213: Possession information 214: Enhancement status information 215: Reward information 300: Game device identification information database A~F: Player M1, P1: Game card N: Communication line Step100~Step118, Step200~Step204, Step300~Step309, Step400~Step412, Step500~Step507, Step600~Step605: Steps

圖1係顯示本實施形態之遊戲系統之系統構成之圖。 圖2係顯示第1遊戲要素為飛行員,且其種類具有攻擊類型之角色資訊時之遊戲卡P1之一例的圖。 圖3係顯示第2遊戲要素為搭乘物,且其種類具有攻擊類型之角色資訊時之遊戲卡M1之一例的圖。 圖4係顯示本實施形態之對戰遊戲中之遊戲場域之一例之圖。 圖5係本發明之實施形態之遊戲裝置1之正面之外觀圖。 圖6係顯示本發明之實施形態之遊戲裝置1之功能構成之方塊圖。 圖7係顯示遊戲要素資料庫190之一例之圖。 圖8係顯示戰艦組1之戰艦資訊資料庫200之一例之圖。 圖9係顯示戰艦設定畫面之一例之圖。 圖10係顯示遊戲裝置識別資訊之一例之圖。 圖11係顯示本發明之實施形態之伺服器2之功能構成之方塊圖。 圖12係顯示遊戲裝置識別資訊資料庫300之一例之圖。 圖13係顯示對戰玩家匹配之一例之圖。 圖14係顯示玩家資訊之一例之圖。 圖15係遊戲裝置1之動作流程圖。 圖16係戰艦設定處理之動作之流程圖。 圖17(a)~(e)係用於說明選擇對戰模式之一連串動作之圖。 圖18係共鬥對設定處理之流程圖。 圖19係遊戲裝置1與伺服器2之間之順序圖。 圖20係由伺服器2進行之共鬥對匹配處理之流程圖。 圖21係顯示遊戲要素登錄畫面之一例之圖。 圖22係共鬥請求處理之流程圖。 圖23(a)~(c)係共鬥請求之畫面之轉變圖。 圖24係第1實施形態之變化例2之遊戲裝置識別資訊資料庫300之例。 圖25(a)~(f)係用於說明第2實施形態之圖。 圖26係第3實施形態之遊戲裝置1之方塊圖。 FIG. 1 is a diagram showing the system configuration of the game system of the present embodiment. FIG. 2 is a diagram showing an example of a game card P1 when the first game element is a pilot and its type has character information of an attack type. FIG. 3 is a diagram showing an example of a game card M1 when the second game element is a vehicle and its type has character information of an attack type. FIG. 4 is a diagram showing an example of a game field in a battle game of the present embodiment. FIG. 5 is a front view of a game device 1 of the present invention. FIG. 6 is a block diagram showing the functional configuration of the game device 1 of the present invention. FIG. 7 is a diagram showing an example of a game element database 190. FIG. 8 is a diagram showing an example of a battleship information database 200 of a battleship group 1. FIG. 9 is a diagram showing an example of a battleship setting screen. FIG. 10 is a diagram showing an example of game device identification information. FIG. 11 is a block diagram showing the functional configuration of the server 2 of the embodiment of the present invention. FIG. 12 is a diagram showing an example of a game device identification information database 300. FIG. 13 is a diagram showing an example of a battle player matching. FIG. 14 is a diagram showing an example of player information. FIG. 15 is a flow chart of the action of the game device 1. FIG. 16 is a flow chart of the action of the battleship setting process. FIG. 17 (a) to (e) are diagrams for explaining a series of actions for selecting a battle mode. FIG. 18 is a flow chart of the co-op pair setting process. FIG. 19 is a sequence diagram between the game device 1 and the server 2. FIG. 20 is a flowchart of the co-op pair matching process performed by the server 2. FIG. 21 is a diagram showing an example of a game element registration screen. FIG. 22 is a flowchart of the co-op request process. FIG. 23 (a) to (c) are transition diagrams of the co-op request screen. FIG. 24 is an example of the game device identification information database 300 of the variation example 2 of the first implementation form. FIG. 25 (a) to (f) are diagrams for explaining the second implementation form. FIG. 26 is a block diagram of the game device 1 of the third implementation form.

1:遊戲裝置 10:處理部 11:顯示部 121~125:第1遊戲要素讀取部 131~135:第2遊戲要素讀取部 14:操作輸入部 15:價款檢測部 16:使用者資訊讀取部 17:聲音輸出部 18:通信部 19:記憶部 110:遊戲要素取得部 111:遊戲組構成部 112:遊戲執行部 113:戰艦設定部 114:共鬥對設定部 115:共鬥請求執行部 1: Game device 10: Processing unit 11: Display unit 121-125: First game element reading unit 131-135: Second game element reading unit 14: Operation input unit 15: Price detection unit 16: User information reading unit 17: Sound output unit 18: Communication unit 19: Memory unit 110: Game element acquisition unit 111: Game composition unit 112: Game execution unit 113: Battleship setting unit 114: Co-op pair setting unit 115: Co-op request execution unit

Claims (20)

一種程式,其係使由電腦構成之遊戲裝置執行對戰遊戲者;且 使上述電腦作為以下機構發揮功能: 遊戲要素登錄機構,其登錄第1玩家之遊戲要素; 組設定機構,其將上述第1玩家與第2玩家設定為組; 遊戲執行機構,其使用登錄之第1玩家之遊戲要素,執行上述第1玩家與對戰玩家之對戰遊戲;及 支援執行機構,其可於執行上述第1玩家與對戰玩家之對戰遊戲之期間,以選擇支援上述第1玩家為條件,執行上述第2玩家之遊戲要素對上述對戰遊戲之支援。 A program that enables a gaming device composed of a computer to execute a battle game; and enables the computer to function as the following mechanisms: a game element registration mechanism that registers the game elements of a first player; a team setting mechanism that sets the first player and a second player as a team; a game execution mechanism that uses the registered game elements of the first player to execute the battle game between the first player and the opposing player; and a support execution mechanism that can, during the execution of the battle game between the first player and the opposing player, execute the game elements of the second player to support the battle game on the condition that the second player chooses to support the first player. 如請求項1之程式,其中 上述組設定機構可選擇上述第1玩家與上述第2玩家之組設定之方法不同之至少一個以上之組設定模式而進行控制。 As in the program of claim 1, the group setting mechanism can select at least one group setting mode in which the group setting methods of the first player and the second player are different for control. 如請求項2之程式,其中 上述組設定機構中,作為上述組設定模式,係以上述第1玩家之執行裝置即第1遊戲裝置、與上述第2玩家之執行裝置即第2遊戲裝置設置於同一店鋪內為條件,將上述第1玩家與上述第2玩家設定為組。 As in the program of claim 2, wherein In the group setting mechanism, as the group setting mode, the first player and the second player are set as a group on the condition that the execution device of the first player, i.e., the first game device, and the execution device of the second player, i.e., the second game device, are set in the same store. 如請求項3之程式,其中 上述組設定機構係以於指定時間內進行來自上述第1遊戲裝置之組設定之要求與來自上述第2遊戲裝置之組設定之要求為條件,將上述第1玩家與上述第2玩家設定為組。 A program as claimed in claim 3, wherein the group setting mechanism sets the first player and the second player as a group under the condition that a group setting request from the first game device and a group setting request from the second game device are performed within a specified time. 如請求項3之程式,其中 上述組設定機構係以上述第1遊戲裝置與上述第2遊戲裝置相鄰或對向設置為條件,將上述第1玩家與上述第2玩家設定為組。 A program as claimed in claim 3, wherein the group setting mechanism sets the first player and the second player as a group under the condition that the first game device and the second game device are adjacent to or opposite to each other. 如請求項5之程式,其中 上述組設定機構以無法設定與上述第2玩家之組為條件,將上述第1玩家與非玩家角色設定為組。 A program as claimed in claim 5, wherein the group setting mechanism sets the first player and the non-player character as a group under the condition that the group setting mechanism cannot be set with the second player. 如請求項2之程式,其中 上述組設定機構中,作為上述組設定模式,係將上述第1玩家與非玩家角色設定為組。 A program as in claim 2, wherein in the group setting mechanism, as the group setting mode, the first player and the non-player character are set as a group. 如請求項2之程式,其中 上述組設定機構中,作為上述組設定模式,係自上述第1玩家之執行裝置即第1遊戲裝置發行暫時之匹配碼,將上述第1玩家、與輸入上述匹配碼之第2遊戲裝置之第2玩家設定為組。 As in the program of claim 2, wherein In the above-mentioned group setting mechanism, as the above-mentioned group setting mode, a temporary matching code is issued from the execution device of the above-mentioned first player, that is, the first game device, to set the above-mentioned first player and the second player of the second game device who inputs the above-mentioned matching code as a group. 如請求項1或2之程式,其中 上述支援執行機構係以選擇支援上述第1玩家為條件,執行複數個支援種類中之至少一個支援種類。 A program as claimed in claim 1 or 2, wherein the support execution mechanism executes at least one of a plurality of support types on the condition that the support is selected to be provided to the first player. 如請求項9之程式,其中 上述複數個支援種類係根據上述第2玩家設定之遊戲要素之種類而不同。 A program as claimed in claim 9, wherein the plurality of supported types are different according to the types of game elements set by the second player. 如請求項9之程式,其中 上述支援執行機構將上述支援之執行限制為指定次數以下。 A program as claimed in claim 9, wherein the support execution agency limits the execution of the support to a specified number of times. 如請求項9之程式,其中 使上述電腦作為可選擇上述第1玩家可單獨執行對戰遊戲之第1對戰模式、與上述第1玩家與上述第2玩家可成組而執行對戰遊戲之第2對戰模式而進行控制的對戰模式選擇機構發揮功能。 A program as claimed in claim 9, wherein the computer functions as a battle mode selection mechanism that can select a first battle mode in which the first player can execute the battle game alone, and a second battle mode in which the first player and the second player can form a team to execute the battle game. 如請求項12之程式,其中 上述對戰模式選擇機構限制可選擇上述第2對戰模式之時間。 A program as claimed in claim 12, wherein the battle mode selection mechanism limits the time during which the second battle mode can be selected. 如請求項12之程式,其中 使上述電腦作為將上述第1玩家與上述對戰玩家進行匹配的匹配機構發揮功能;且 上述匹配機構將與上述第2玩家之對戰玩家不同之對戰玩家匹配為上述第1玩家之上述對戰玩家。 A program as claimed in claim 12, wherein the computer functions as a matching mechanism for matching the first player with the opposing player; and the matching mechanism matches an opposing player different from the opposing player of the second player with the opposing player of the first player. 如請求項14之程式,其中 上述匹配機構自選擇上述第2對戰模式之玩家選擇上述第1玩家之對戰玩家並進行匹配。 A program as claimed in claim 14, wherein the matching mechanism selects a player who has selected the second battle mode and matches the first player. 如請求項15之程式,其中 上述匹配機構將上述第1玩家及與上述第1玩家之等級對應之對戰玩家進行匹配。 A program as claimed in claim 15, wherein the matching mechanism matches the first player with a player corresponding to the level of the first player. 如請求項16之程式,其中 上述匹配機構, 於上述第1玩家之等級及上述第2玩家之等級之至少任一者之等級低於指定等級之情形時,將非玩家角色匹配為低於上述指定等級之玩家之對戰玩家;且 於上述第1玩家之等級及上述第2玩家之等級均超過上述指定等級之情形時,將真實玩家匹配為上述第1玩家及上述第2玩家之對戰玩家。 A program as claimed in claim 16, wherein the matching mechanism matches a non-player character as a player against a player whose level is lower than the specified level when at least one of the levels of the first player and the second player is lower than the specified level; and matches a real player as a player against the first player and the second player when both the levels of the first player and the second player exceed the specified level. 如請求項12之程式,其中 使上述電腦作為以已執行上述第2對戰模式之對戰遊戲為條件賦予第1優惠,且以使用複數個上述第1優惠為條件賦予與上述第1優惠不同之第2優惠的優惠賦予機構發揮功能。 A program as claimed in claim 12, wherein the computer is made to function as a benefit granting mechanism that grants the first benefit on the condition that the battle game of the second battle mode has been executed, and grants a second benefit different from the first benefit on the condition that a plurality of the first benefits are used. 如請求項18之程式,其中 上述第1優惠為虛擬物品;且 上述第2優惠為實物。 A program as claimed in claim 18, wherein the first benefit mentioned above is a virtual item; and the second benefit mentioned above is a physical item. 一種遊戲裝置,其具備: 遊戲要素登錄機構,其登錄第1玩家之遊戲要素; 組設定機構,其將上述第1玩家與第2玩家設定為組; 遊戲執行機構,其使用登錄之第1玩家之遊戲要素,執行上述第1玩家與對戰玩家之對戰遊戲;及 支援執行機構,其可於執行上述第1玩家與對戰玩家之對戰遊戲之期間,以選擇支援上述第1玩家為條件,執行上述第2玩家之遊戲要素對上述對戰遊戲之支援。 A gaming device, comprising: a game element registration mechanism, which registers the game elements of a first player; a team setting mechanism, which sets the first player and a second player as a team; a game execution mechanism, which uses the registered game elements of the first player to execute a battle game between the first player and the opposing player; and a support execution mechanism, which can, during the execution of the battle game between the first player and the opposing player, execute the game elements of the second player to support the battle game on the condition that the second player chooses to support the first player.
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